Here's my two score checkpoints for defeating each of the two bosses:
Click here to view the secret text
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Defeated First Boss
HP: 375
ATK: 20
DEF: 13
GR: 19
REP: 29
Keys: 0/0/0
Score = 148
Second Boss Down!
HP: 1117
ATK: 32
DEF: 21
GR: 7
REP: 37
Keys: 4/0/0
Score = 290
Some notes:
Level 1
*In Level 1 3N1W, you should probably change the color and/or name of the boss from "
Swordsman"
so it can be distinguished from the standard Swordsman enemy, which has different statistics.
Level 2
*In The Entrance, there's no way to get back to Level 1, making some of the rooms in level 1 (particularly with wubbas) kind of pointless, since you can't backtrack to them.
*In Once South, you should probably change the color and names of the Gray Man and Swordsman characters to indicate that they have different statistics. The Gray Man's ATK is 17, so you should probably change the nearby scroll to tell the player that the DEF requirement is 17 or higher, rather than 15 or higher.
*The deal in Level 2 1N1W (100 HP for two Mad Eye hits) isn't profitable until the Mad Eyes do 49 damage or less per hit, which requires 46 DEF or more - a lot more than the player can have on this level, or perhaps even in the next level.
*Once North Once East is a trivial room. Instead of lighting the fuse, just stab the mud blob, then go past the tar gate and gather everything. What would be more interesting would be if you replaced the black gate with a red gate linked to a 2x1 pressure plate with both its squares under the mud, so there would be a choice between lighting the fuse or killing one mud baby to open the gate.
*In Twice North, there's a yellow gate on the edge of the room. Stylistic concerns and my personal preferences mean I'd prefer it if the door were moved to just beyond the entrance of 2N1E, so the player could enter that room and see it, then figure out whether they want to spend the key there just yet or not.
*In 2N1E, the Soulless enemy should be called or colored something else, again because of its conflict with the standard Soulless enemy. The fuse is easily long enough to blow up the Soulless, then get the three goodies in range of the bomb and get out of the blast radius. The skeleton key is not in the bomb's blast radius and cannot be blown up. This room is completely trivial as it stands.
*In 1N2E, even though you know about doorwalking, it's possible to get the stash in the SE corner of the room by spending only 20 greckles, by opening the first and last gates and walking diagonally. You're not on a budget; you can use as many walls as you want to make your point.
*In 2N2E, I used the skeleton key to open the blue door rather than the blue key, since it was a lot easier to retrieve.
*In 2N3E, the Pirate (which, again, should have its name or color changed) needs to have far more ATK to be an effective boss. It's easy to arrive at him with more than 15 DEF, and even if not he barely makes enough hits to do more than a pathetic amount of damage, if you have more than 20 ATK. You should make this boss harder.
Overall, this hold is pretty easy, but still interesting.
EDIT:
To change darkness levels, select your hold in the Build Holds screen, then click the Weather button. Change the darkness level, then click "
Apply to entire Level"
to make the entire level lighter.
You can also change the room style, which can add some variety from level to level.
Also, you may want to remove all versions of this hold from your posts in the thread, and keep editing the first post in this thread to contain your hold. That way your hold will always be in the first post of the thread, so we know where to find it, and there won't be multiple outdated versions of the hold available for download.
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Quick links to my stuff (in case you forgot where it was):
Click here to view the secret text
[Last edited by Chaco at 09-01-2009 06:38 PM]