Hello, I downloaded your hold and played through a few rooms - it's very late by now, but hopefully on Sunday I get to play through some more, I'm liking it quite a bit.
Here are some written thoughts (secreted to have the post shorter) and I also attach my demos.
The rooms are written down in the order I played them in.
×
Green means
solved, orange means
not solved, red means
failed.
Surface, Entrance:
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×
A friendly welcome. Could use a bit more decor.
First Level, Entrance:
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Much better for the decor

Also quite a mysterious bottom mud blob.
1 East:
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I'm guessing I should firstly drop the trapdoor, then get a bunch of mud babies to follow me, so that at least one can hold down the plate for me.
However, I always seem to be one tile short, even with movement order tricks...
Might be the late hour.
EDIT: I tried it one more time and managed to get a mud baby onto the plate, but now I get locked out.
Unless there is something really clever going on, I'm pretty sure that this room is impossible.
My reasoning is that to get onto the western door from the top tunnel, I need 4 moves, but the mud baby is only 3 moves away from the plate.
Unless I do not have to drop the trapdoor ahead of time, but I really don't see a way of achieving anything meaningful that way.
2 North, 1 West:
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×
Fairly easy, even the stable-sword challenge.
Might be because the room itself is quite "simple" in terms of the premise.
2 North, 2 West:
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Initially I thought that the enforcement mechanism was not strong enough, i.e. that you could kill the golem right away and use the mirror, but that's not the case.
It takes a little bit of trying, but I made it work.
Very minor thing; checkpoint placement. I myself am probably not too good at this, but I believe you should put checkpoints into places where players are likely to step.
Granted, with unlimited undo, checkpoints are kind of unnecessary, but it's still nice to have them.
My point being that the southern checkpoint should be in a place that allows for "optimal number of moves" while still taking the checkpoint.
1 North, 1 East:
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Queen manipulation is fairly straight-forward here.
I think it's a mild bummer that once I am able to enter from the west, the room is "automatically solved", there could be another twist added, in my opinion.
1 North, 2 East:
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Vanilla horde room, feels like a slight callback to King Dugan's Dungeon days; not that that's a bad thing.
I didn't fully understand the purpose of the mirrors.
I guess I could block SOME path with them, but it doesn't seem so easily doable.
Therefore, in my solution, I disregard them completely.
If that's not intentional and you are asking the player to actually do something with those, enforce a little harder
2 North, 3 East:
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The initial secret wall to access this room is, as far as I understand, not a very welcome way of hiding rooms these days.
I would at least put a checkpoint nearby, or perhaps make the first wall broken (though that might be going a little too far; depends on your style).
Granted, that is more so a comment about 2N2E...
In here I'd appreciate a checkpoint in the left part too, that accesses 3N3E the first time.
Also note that you cannot backtrack to the eastern side of it upon completing the room to the north and then leaving.
It's not important here, but something similar could lead to backtracking issues, so beware!
3 North, 3 East:
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This is very mildly too tedious with going back-and-forth with the golem.
But it gets the point across nicely and you can't just "do whatever" in the room, you need to plan ahead, I like that.
What I slightly don't like is that 2N2W and this room kind of use the exact same trick of handling a golem and a mirror like this.
Although one is secret and one isn't and the secret one is definitely harder, so it could just be "an extension of what we've learnt".
2 North, 1 East:
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I did not attempt this room properly yet, but two things;
1. Consider highlighting the fact that I need to be facing south; I was about to say that "this is easy, just use a diagonal orientation".
And I would have been slightly annoyed if I only saw the south-only mechanism only after the fact.
Perhaps a different floor type under and near the cracked orb?
2. Once I solve the room, I cannot go back to the east, and since the rock golem puzzle does not need to be solved in order to proceed, I could have left it for later.
Except now I have to make a big trek back and it's kind of annoying.
Not impossible, it doesn't create a backtracking problem yet, but annoying.
3. Kind of not really a point; but the room is missing checkpoints altogether.
For now, that's it.