I've posted a demo pack you can look though in case I did something unintended.
There haven't really been that many hack and slash holds in the past few years, so this is some interesting variety. Checking in the editor though it appears you have enough levels to make for a good 540 puzzle rooms. That may be a bit excessive for this kind of hold. If you have solid ideas for each of the 55 remaining levels don't let me get in your way, but otherwise it might be better to go for something more moderately sized.
Here are some comments on the levels and rooms themselves.
1.1 To the Pain This was a nice introduction to the general concept. I like how the level really demonstrates the difference between normal belining and direct only belining monsters in combat situations. It did get a bit repetitive feeling after a while though. It might be interesting to mix things up a bit by putting flexible belining monsters like constructs in a few of these rooms as well. The difficulty varied a bit, but more roaches vs. gel babies definitely made things more difficult. The central room definitely felt a bit like I had to brute force search for the one magic sequence of moves that would allow me to survive. But on the whole this was a good introduction.
1.2 Don't get Shot This was probably my favorite level. The twist on the time limit was interesting. I like that each room had two distinct parts to it offering two very different challenges. These rooms definitely felt more puzzle oriented even though they were combat rooms, but in a good way. I'm not sure if the water skipper nests are doing what they are supposed to in 2N and 2N1E. I just killed them up front, almost as if they weren't there. I also relied heavily on F3 for puzzle view in the evil eye rooms. It might be nice to put in a vision token in those rooms so that F3 isn't necessary.
1.3 The Hunt This was an interesting variation on the first level, but again, the rooms started to feel a bit similar to each other after a while. It would be nice to have a bit more variety. Maybe constructs (for the different movement style) or rock golems (for the additional obstacles they provide) would spice things up a bit.
1.4 Monster Trouble I really love the monster generators. They make these rooms a lot of fun. It would be nice if there were a way to have the rooms set up so that you didn't step on a conquer token almost immediately as this will make all the high scores trivial. Instead could you make it a skipper nest that needs to be killed since you have that set up in some later rooms?
1.5 Sibling Rivalry I like the idea here a lot. It's neat having a "
neather"
like character again. I also appreciate that the scripting was always pretty obvious and clearly telegraphed. I did not need the speed potion in 1N1E and suspect the room is a bit too easy with it there. I think 1N1W also may be possible without the speed potion but the 15 minutes I spent attempting it definitely convinced me that it's probably best to leave the potion in that one.
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