Just got done playing through levels 7 and 8.
Level 7 is indeed a lot more open-ended than the previous levels - it's important to set ATK goals and classify the monsters so you fight the easier ones first, or the ones that can't be reduced in damage quickly, and then later ones that have just become easier.
However, I don't really know why the boss is an Icewing. The statistics (ATK and DEF) are fine for that level, but I think its appearance and character type should be changed to something else (disarmed mimic, spider, mud baby, possibly some other type/name/color of wraithwing). This is for a couple of reasons: first, the Icewing boss has less DEF than a normal Icewing, and second, the Icewing boss's attack isn't defense-piercing like a normal Icewing's is. Thus I think it should belong to a different "
monster class"
than the Icewing.
Level 8 was also pretty fun. It's possible to skip a lot of this level since you only need 160 ATK for the tar mothers, but obviously you want all the ATK on the level, and solving the mimic puzzles in particular is a good way to get more health. I think the mimic puzzles are a good difficulty: not completely automatic, but not frustratingly hard execution-wise either. I also like that the Teal Baby's ATK checkpoint is reached when the player collects about half of the ATK in the level.
EDIT:
For Level 9 1N, I think it might be better if you make the pressure plate at (14, 13) an orb that opens the same doors, so it's more obvious that the player can just hit it to "
solve"
the puzzle and they don't need to put a mirror there to "
hold open"
the doors. It would just make the room a bit easier to observe and intuitively understand when first entered.
If you want to give players the option to skip level 9's puzzles, you should have the tunnel involve fighting two or three tar babies. Right now, solving 1S1W involves killing four tar babies (or at least I wasn't able to kill any fewer), and then getting 500 HP back, for a net damage of 300 HP (1 1/2 tar babies). As it is, players will just solve rooms 1N, 2E, and 2S1E for the net health upgrade, then use the tunnel to avoid having to take damage in 1S1W.
EDIT:
With regards to Level 11's Flower Birds and Demon Eyes, I think it might help visibility matters if they displayed an animation (for example, the "
shaking"
of the Game Effect Jitter, or the Steam or Strong Hit game effects would be good too). That way, when the player kills the first monster in The Entrance, and the Flower Bird is visibly affected, they know that monster has reacted to the player killing that monster.
This could be further reinforced by an explanatory message in The Entrance and 1N1W, indicating that Flower Birds gain attack when the player kills a monster, and Demon Eyes lose attack (and defense!) when the player kills a monster.
Finally, the Flower Bird (boss) should probably be a different color to helpfully indicate it's a boss.
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[Last edited by Chaco at 11-04-2014 04:00 AM]