I've made a run through of the level.
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Expected Damage for Guardian: 945
Guardian defeated!
HP: 887
ATK: 40
DEF: 45
Keys: 10/1/0
GR: 302
REP: 542
Weapon: Foil
Shield: Wooden Shield
Accessory: Invisibility Potion
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Yes, the level is definitely easier than our first run. And overall, I don't think that's a bad thing - there are still a lot of interesting subgoals to pursue, such as getting the goodies behind the spiders in 6N2E with appropriate loss, getting enough DEF so zombies no longer hurt the player, and I think exploration is now at an appropriate level (some areas require thinking to get to, particularly around the NE corner, but the level is open enough).
Some comments:
-My run was decently optimized but I definitely could have squeezed more out of the run. Among other things, I had many intriguing trades left over, which may need to be taken into consideration in later levels:
*Both 1 yellow key ->
200 HP trades in 6N4W
*A 10-greckle ->
50 HP trade in 2N, a 10-greckle ->
30 HP trade and a 10-greckle ->
15 HP trade in 6N4E
*A green key ->
2 yellow keys trade in 4N2E
-The only way I could figure out how to open the blue door in 6N was to use the skeleton key I picked up in 6N2E. We should probably change that key into a blue key.
-It's tricky, but possible in 4N4E to use the mirror to snuff out both fuses and never trigger the 25% bombs.
-The +50 HP health potion in 6N2W is reachable from the start of the level without fighting any monsters or otherwise expending resources, which I think is good for the observant player.
-I think the boss is of appropriate difficulty, and Nuntar's reasoning for lowering the Guardian's HP to 95 is fine with me.
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Overall, I think we've done a much better job with this level, and I'm pleased with the result. I don't think we should build a Gauntlet for level 2; I think we should just take into account the resources the player has available at the start and not be afraid to block resources with yellow doors.
Alternatively, we could reduce the effect of the yellow key horde the player may have by putting five yellow doors in 6N to be opened - so the player will know that there's plenty of yellow keys around and will have to spend some, only having five at the start of the next level.
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I don't think many changes will be needed to be made for this level, aside from the skeleton key ->
blue key bit I pointed out, and possibly a requirement of five yellow keys to reach the level 1 boss. I'm fine with the way my two rooms turned out in context.
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So, yeah. Good job everyone
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[Last edited by Chaco at 05-22-2009 08:48 PM]