I very much liked the hold, so it's a straight niner with 6 brains of difficulty (some harder than average rooms).
I have felt the hold to have a nearly perfect balance, with most of the rooms being very close to each other in terms of interest or difficulty. They struck very well on the "
need some thought but not very difficult"
scale that I think Tim was aiming for. The "
varied monsters"
room near the staircases was the one I've felt to be weakest, though it didn't distract from the hold.
The overall design of the hold is solid, with a clever way to break down linearity and skillfully hidden secret rooms (that mud room was wicked). I can't find anything to fault here really.
As Tim and I discussed during testing, I cannot say I have ever been moved by any story-telling in DROD, and my preference goes to "
a few comments from the architect"
sort of plot, Penthouse-style (not that you can call that a plot, of course). Still, the story didn't distract me from enjoying the hold, and I guess that's as far as I can go for story-related compliments.