Okay, here's Levels 11 to 30. This includes a couple of serious backtracking and checkpointing issues, so please pay attention especially to things marked in bold.
My overall impression is that there are some good rooms here, but the hold is showing signs of being stretched out too much. You were determined to have 100 levels, but you didn't have enough ideas for it. There are way too many cases here where I'd enter a new room and it would be the same as the last room. Yes, KDD has Level 6, but there the layouts stayed the same, and what you have to do changed with each iteration. Your Level 13, for example, changes the layout in every room, but all the rooms feel the same to play. And it's not just L13;
most levels here repeat rooms. And there is also repetition in the overall structure: every new element is introduced by showing how it combines with roach queen hordes.
I know this may be disheartening when you've gotten this far and actually finished building a 100-level hold, but I'm confident the hold would be a lot stronger if you took the time to make these rooms more varied, or if you are out of ideas, cut some levels out.
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×Level 11 1N1E: This is a good room. Doing the 3x3 Slayer push while being harassed by roach spawns isn't something I've ever had to do before, and it requires some strategic thinking to make use of the time between spawns.
Level 12 Entrance: Backtracking issue. If you leave to the south, you are stuck in the inner loop between 1S, 1S1E and 1E. When you reach 1E, there is no Halph or Slayer entrance from this side, so you cannot open the (9,3) door to continue. (bbb pointed this out and you never fixed it.)
L12 2S1E: Add checkpoint at (15,10).
Level 13: Aside from the repetitiveness, this was a welcome breather after getting through the previous level.
You chose not to fix the scripting/dialogue issue in L13 Entrance, but it looks silly if Halph gets stuck looking at (15,13) or (15,10) while talking about how he wants to explore the passage. The fix is to give him Imperative Pathfinding and replace the entire list of Move commands with Move to (0,8).
Level 14: A very bad case of repetitiveness.
Level 15 2N: Very tricky to get up to the north end once the trapdoor mazes have started filling up. Good room, but it's weird that the hardest room in the level is in the middle and blocks much easier rooms.
Level 15 3N1W: You have to do the north island first, because otherwise the tunnel back to the south gets blocked. This really feels like more of a "gotcha" than a linchpin; if you don't spot it straight away then you fall into the trap and have to start over.
Level 16: I appreciate that wubbas are mostly behind doors, so it's easier to traverse solved rooms. The fact that roaches move after wubbas in several rooms made it a bit annoying to get them out.
Level 17: This is good. 1N teaches the player to leave wubbas behind corners so you don't have too many bothering you, but then in 1N1E you need to bring most of the wubba horde with you for protection. 1E is a nice linchpin room that's very quick and easy once you get the trick.
Level 18: The main rooms feel like playing the same room four times, but the secret is a very nice room.
L18 1S2W: Add checkpoints to the west half.
L19 1N1W: Really didn't enjoy this one; it felt like mostly luck whether the huge wubba horde ended up in a favourable configuration.
L19 2N: This looks horrendous at first, but once you get the idea of leaving the Slayer in one of the upper chambers stuck behind wubbas, it's nice and simple.
L19 2N1E: Nice room with a good linchpin.
Levels 20-24: I enjoyed how these levels are much quicker and easier than many of the earlier ones. It's nice to have a break sometimes!
L22 Entrance: Backtracking issue. If you leave this room without clearing it, it's impossible to get back to where the monsters are.
L22 1W: Another one that looks really scary but isn't too bad. Please add a couple of checkpoints just below the line of queens.
L24 1N1E: Good use of Halph as a portable wall to block off monsters, which we haven't seen yet in this hold.
Level 25 1W and 1S: Checkpoints are not in helpful places for the challenges. 1S has no scroll. (Both good challenges, though.)
L25 1E: Have you beaten this challenge yourself? After a while of attempting it, this seems to be really unreasonable, and the haphazard checkpoints don't help either.
L25 2E: Your call in the end, but personally I would not have added the blue door. If the player is able to pull off a difficult skip, good for them, let them enjoy the reward.
Level 26 Entrance: This would be an easy challenge to add, but not a worthwhile one; it barely makes the room harder and just makes cleanup more tedious.
L26 1N: The checkpoint (12,22) is unusable because an eye is looking at it. "Trap" checkpoints like this have definitely gone out of fashion!
L26 1W: Way too few checkpoints for attempting the challenge. At minimum, add them at (18,7), (18,26) and near each corner queen.
Level 27: I like the idea of this level, and each room is slightly different, but at four rooms it feels it goes on too long. Entrance is the worst room because you have to make a long journey back and forth several times. The challenges are all okay but I'm not sure that doing a non-challenge is easier in any of the rooms.
Level 28: Literally doing the same rooms again but with a Slayer; not my idea of a good time. I'm glad you didn't add the challenge; in fact, this has helped me to realise why multi-room challenges are not a good idea, because you have to commit to doing the challenge or not before you've even seen all the rooms, and if you want to go for the challenge, you don't get to experience attempting non-challenge solutions at all. (So I will revise my earlier suggestion for Level 4: reduce the challenges to just "don't take tunnels in 2S" and maybe "don't use the orb in Entrance".)
L28 Entrance: Needs checkpointing improvements similar to L26 1W.
L28 1W: Really tricky but interesting! Needs a checkpoint somewhere in the four-queen box.
L28 2W: I would keep Challenge: Don't use the potion just for this room. It requires a nice linchpin (you can trap the Slayer on a force arrow) that isn't directly required elsewhere.
L28 3W: No potion. I wondered whether there should be one, since reaching the (5,15) queen is very hard once the roaches have built up and the Slayer is going to catch you while you are in the 1-wide corridor. I managed it by getting the wisp to make a long path in the middle chamber. (If you add a potion, it should not be behind a red door as that would defeat the purpose, and there should be a challenge for not taking it.)
Level 29: The challenge is reasonable (if somewhat tedious) in some rooms, but that "somewhat tedious" becomes very tedious when you have to do the same thing in every room. I would reduce the challenge to just 2E (sending a snake west is much harder than any other direction) and maybe also 3E (with separate challenges for the two rooms).
Level 30: Rooms would look neater if you deleted orthosquares from wall tiles. Checkpoints in Entrance, 1E, 1N1E and 1N should be closer to the corners and edges. Challenges are okay but not really any harder than non-challenge solutions.
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50th Skywatcher