Here are my thoughts on the rooms, now I've played all of them (I'll try not to be too spoilerish):
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1W - This was an interesting compact puzzle. Avoiding what looks obvious was a nice challenge.
2W - Again, the obvious should be avoided until you are sure you want to use it. The movement here was rather specific, which was tricky to figure out at first.
3W - Apart from the bug where a mimic triggered orb does not send out lightning if Beethro hits another at the same time, this was a very nice puzzle.
1S 2W - I liked this puzzle, since it involved quite an interesting type of serpent manipulation.
1N 2W - Again similar, except that the manipulation here was a bit more tricky, since you were more directly interacting with the serpent. I quite enjoyed figuring this one out.
2N 2W - The way the room was structured was a bit confusing at first, but then I realised what the green door was for. The first time through the room was quite tricky, with monsters attacking from several directions, but it was fun.
2N 3W - This room would have been rather easy if only the force arrows were transparent. However, once that was sorted out, finding the correct path was relatively easy.
1N 3W - The trapdoors and force arrows were laid out in a very interesting pattern. You really had to consider exactly how you wanted to drop them all before going off to do it.
3N 3W - This room is still giving me headaches, although I think that there is only one direction the mimic should go. It is the area just left of the ornament to the top-right that is my problem at the moment.
3N 2W - I really liked this efficiency room. The way it was planned to make you do things against your natural instinct to save moves and wait for a spawn cycle was very cleverly done. The checkpoint in the lower right corner, however, was a bit misleading. Perhaps you should move it so it is in the passage, not a square to the side of it.
4N 2W - This room again demonstrates your recurrent theme of never doing what seems obvious first. I enjoyed discovering the usefulness of both potions, although the trapdoor taught me not always to take the shortest route around an obstacle.
5N 2W - This room was fun. I did sneak a peek at one of your hints, I'll admit, but trying to find a way to stop the queen spawning too much was quite tricky.
Ignoring the secret/non-puzzle rooms, overall this hold is around medium to hard difficulty for me, although this reflects on the fact that very compact rooms with solutions that require understanding are just not the sort of rooms that I'm any good at at first try. With reference to the puzzles, however, the hold is quite fun and original to play, since the puzzles are rather minimalistic in places, which is quite rare to find in holds.
So, my verdict is that I like this hold a lot. I'm sure it will be received well once properly released to the Holds board.
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Resident Medic/Mycologist