I said I was going to comment on the third level, so I'll do it now before playing the fourth.
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×On the whole, my comment would be that all of these rooms looked like they were going to be much harder than they turned out being. For instance, The Entrance. I tried to be very careful so that I could get out diagonally, but in the end I could just walk straight through to the left. Also, it might be a little irritating to have to go to a room from which you cannot continue before going on to the rest of the level, but not very.
Once East: Nice and simple, good use of the double mimic on the south. Logical, simple, but not exactly intuitive, which is good. The version to the north is really easy, though.
Once East, Once South: A good, quick defensive room. I died once or twice, and I was pleased once I saw how well-timed the leftmost roach was, so that I could kill it at just the right moment. Well constructed.
Once South: This is my favorite room in the hold so far. It's simple, and easy, but still brilliant. I loved how nicely everything worked out when you move the right way, and I loved the suspense of making sure that none of those roaches got by. The snake probably added to the suspense feeling a bit, but I felt that it wasn't really necessary to the room. Although, after further thought, the visible time limit does add enough of an emotional response that leaving it in there seems to be the right thing, and it dies at just the right time for someone to gets the roaches in place and turn his sword, so it's all good.
Once South, Twice East: Another good, simple, fun room. I liked the way you made it so that a person cannot get trapped in the trapdoors, but at the same time ensured that all the snakes had to be killed before they were dropped.
Once North, Once East: Another case of easier than it seemed, at least in a sense. It looked like a room that would be more difficult than it seemed, and then it was only exactly as difficult as it seemed. It required a little counting, which was good. Rooms that require counting are good things to have in moderation. Fun little room.
Once North, Twice East: Maybe I just got lucky, but when I entered the room, I was afraid that I would need to stop and choose the right path, but I just charged in anyway, and made it through just fine. A fun room, but nothing very innovative. Somewhat like one of the rooms in level seven of Bavato Dungeon, except much, much easier, and we don't need to drop all the trapdoors. I like rooms where you don't have to drop all the trapdoors. This room is a nice change of pace, but maybe you can tweak the maze a little to make the path a little less obvious, but if it doesn't change, the room is still enjoyable to play.
Twice East: An interesting trait of wraithwings. A swell little puzzle, maybe hindered slightly by the fact that there are so few choices to be made in this room. This room, in fact, is one of the few rooms I can imagine the DROD-solving robot doing well on. Still, interesting. You have to choose the right direction, and that direction seems backwards, at least to me.
Thrice East: This is the room you warned us about at the beginning. I like how certain mimic potions can only be used for certain portions of the room. This was certainly the most challenging room in the level, and also the most confounding. "I killed the eye too early! I need one of those mimic potions on the bottom! Curses!" I don't think there's much chance of improving this room. It is very well constructed.
Once West and Twice West: These two were excellent. I loved how they both looked like a simple case of moving through a maze when really the only important thing in the room was the force arrow. I did see the second room coming after I figured out the trick in the first, but moving the mimic around in there was still a lot of fun.
Excellent work all around, and I'm looking forward to level four!