Some comments about the levels in the contest hold. No doubt some of the issues were already dealt with.
First Level:
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×A big mess. You can reach 1S immediately, which might cause a backtracking problem. I wasn't able to get solve the first round of the room from that entrance, and the other possible continuations are dead ends. I guess otherwise the entrance is an ok room.
DROD doesn't do a good job of keeping track of progress and demos in multipass rooms and rooms with no monsters.
1N1E: Is surprisingly much easier than it looks. At least if you understand briar and pit interactions. Specifically, that it doesn't advance in diagonal.
1N2E: A normal pretty easy room.
2N1E: A two pass room. Not too hard since there aren't that many options.
2N: Nice trapdoor puzzle in a very constrained area.
1W: I might try the room one day. I understand the second pass is broken and unsolvable.
3N: Nice trick requiring going from north to south.
1N: What is the passage between the blue doors for?
3N2W: Found the challenge in the editor. Very funny.
I think my favorite room in this level is 2N, specifically the second pass through.
Twentieth-and-a-Half Level
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×A pleasant level to play, and also had stairs back to the hub.
1N: When waking the eyes, Beethro says he can't clear the room even if the yellow doors are opened and the brain is alive.
1E: I Used a single spawned mud baby instead of the ones in the room from the start. You just need to make sure you are in the NW corner after the spawn.
1W: Reaching shallow water hidden from brains fails. Then you greedily hit the queens (3 before the first spawn, 1 right after) and continue. Very nice room.
1S1E: I didn't enter pass the yellow door until the roach was free.
1S2E: Could probably have also been solved as if it contained trapdoors/pits.
Rusted Out
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×Also a pleasant level to play, with stairs back to the hub.
1S1E: The constructs can be cleared by turn 29, so you never see the Beethro finding out they reactivate. You can of course wait until turn 30 to start clearing the constructs, but then Beethro obviously knows about reactivating constructs.
2S2W: You don't have to drop the red door.
3S1W: I'm not sure why the challenge should be harder.
1W: Can be solved without wraithwing getting stuck on construct.
Slivlet Keep
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×Good level, but missing stairs back to hub.
2N: Obviously solvable without mimics.
3N1E: I probably broke it. Kept the WW in an alcove made from the 3x3 broken walls.
4N2W: I dropped 5 trapdoors. Probably could have been done with less.
3N3W: I trapped the rattlesnake in the SE section. It is probably also possible to use the NW section.
2N2W: Clearly broken, as the red door does not have to be dropped, and what look like timers do nothing.
1N1W: Reviewing my demo, I think I see a simpler solution. Sending a roach queen to block the eye. Maybe add a challenge of killing eye first.
Deadly Rocks of Death
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×Very easy level. Seems similar in puzzle style to the early levels of KDD.
Staffing Problems
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×Good level, but missing stairs back to hub.
1W: Is actually a wraithwing manipulation puzzle. I used the staff to push and fill cells, but I'm not sure if it was necessary. It may be possible to solve this room swordless.
1E: Good room which demonstrates a staff defending 2-wide passageways full of roaches.
2N1W: Interesting concept.
1N2W: Solution, using just two evil eyes, seemed easier than it should be.
2N1E: It is too bad the sword is required to kill the brains.
2N: Nice room. The concept is clear, but actually getting it done isn't that easy.
Seven-Point-Ninety-Ninth Level
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×Easy puzzles, with stairs back to the hub.
1S1E: The red door isn't really a red herring, because you solve the same way and just find the room solved early.
1N1E: Solvable with a round of mud expansion to spare.
King Dugan's Service Staircase
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×A pleasant level to play, with stairs to hub, and all rooms available from start.
4S: Nice trick.
10S: My first solution was to close the yellow door. Second solution didn't close the yellow door, but also did not break crumbly walls, and did not even cross the green doors a second time. What is the intended solution which uses the crumbly walls?
18S: I solved this room the hard way, with the wraithwing flying through an open red door. (Maybe add that as a challenge?) Of course, so did the serpent, which raises the question of why put the wraithwing there in the first place.
22S: I wonder if there is a solution in which the mimics don't push off against each other, and closing the green doors allows the second mimic to reach the orb.
24S: I managed to time it just right that the tar reclosed around me on turn 30.