*Once again, not a suggestion. Just trying to start up a discussion and continue my quest to critique the slag out of OOO.*
The Boss levels all have something unique in them that you use against or something that helps you to battle the boss. Usually these helpful features are presented during the levels preceding the boss.
Examples:
- Snarbolax: The Beast Bells
Throughout the Gloaming Wildwoods, new players can see the Beast Bells throughout. They make a cool noise when you hit them and usually by accident, they find out that it stuns the enemies.
When they get to the Snarbolax boss room, all they are greeted by is the Bell in the middle and Snarby himself. They'll quickly realize that they can't hurt Snarby, so the only option left is to try to hit him with the Bell.
BAM! Good level design! A+
- The Roarmulus Twins: Switch barricades, Missiles, and Lasers
All through the Ironclaw Munitions Factory, you're being shot at with Missiles. When you first enter, they're the first threat you have to deal with. You see that they're blocked by obstacles so you use those for cover. Oh what's this colored switch and door blocking my way? Oh! It opens and closes the doors! A few feet further and you realize that these wonderful switch barricades can stop the missiles! A level further and you realize that with proper timing, you can lead the missiles to destroy other obstacles! Genius!
Now let's fight the Twins! Oh wait! There's a giant laser wall blocking the elevator! Let's try that switch again... Whoa! It blocks missiles AND lasers?!
So you take the elevator down to fight the Twins, cower in terror of them, and maybe wet your pants before you realize that they are shooting at each other with missiles. Switch, switch, boom! You realize the key to the fight is to make them hurt each other! You also know that you're perfectly safe behind the barricades, so you also know how to deal with all of their attacks!
THE BEST LEVEL DESIGN. A++
- Lord Vanaduke: Nature Sprite Water
Technically the last boss, you already know what the Clockworks has to offer, so you go barreling in. The Wheel Launchers are kind of new but nothing that you can't handle. Next level. Oh hey there little green guy! Who cares about sprites, I'm going on ahea...... the path is blocked with fire. Fine, I'll help you find the other sprites. Six rooms later and you have a fountain with magic water. You throw it at the flames and realize you can extinguish them. OK.
A few levels later, you reach Vanaduke. He seems to need glasses because he thinks you're a wolf but you still keep your guard up because he is a boss afterall. First stage, you punch him full of holes. Second stage... SWEET SEERUS. Throw some water on that thing stat! Cooled him down, beat him up. Next stage! He starts dropping fire from the ceiling. Good thing you already know how to deal with that. You also find out you can extinguish those spinning orbs, which is good to note. So you battle through the next few stages. They get more annoying, not so much harder because you know how to dodge all the attacks and what to do. He's just annoyingly unpredictable sometimes and with those Slag Guards there, you're bound to get hit sometimes.
Not the best level design, but still gets the point across. B+
And now the problem child.
- Royal Jelly: ...........ummmmm
There is nothing in the Royal Jelly Palace levels that gives you any warning or foresight about the coming battle with the Royal Jelly. Nothing that warns you that all throughout the battle, the Royal Jelly is going to be healing from the Royal Minis and that the Royal Polyps are going to produce those. It shows the Royal Minis all over the place, but it gives no indication of their healing ability whatsoever. All you know from the level is that the boss is a Jelly and that he's royalty.
Terrible level design. D-
Fix the level by giving some indication that the Royal Minis heal the boss. Make the player realize that those things are a FAR greater threat than they realize. Include the Royal Polyps in the level as well, so players know to take those out if they want to stop the flow of Royal Minis.
AND MOST IMPORTANTLY.
Make it so that the Royal Jelly can be "starved" to death again. Having a constantly healing boss, as a near beginning boss is an alright choice. Having an INFINITELY healing boss be near the start of the game, IS NOT. This makes is so that under-equipped players still have a chance to defeat the Royal Jelly without having to surpass his healing rate. It makes the battle a more strategic and thought-out one as well.
Thoughts?
Even with standard 3* weapons I don't think the healing is much of a threat. In fact some may say it's easier now.
Old jelly did have infinite healing without even touching the minis.