Hefty play session, comprising of a bunch of overworld stuff, Trial #2 and Level 7.
Trial #2 wasn't really anything interesting I fear. Of course, it's supposed to be a compilation of the stuff in levels 4, 5, and 6, like trial #1 was for the first three dungeons, but it doesn't feel particularly great to play, and its a bit unfortunate. The most notable instance here is the hint guy saying that there's a secret path in the room you fight "Zora Prime" in, and there's two Zora minibosses in the dungeon, neither of which you're given the name of, and you're more likely to fight the wrong one first, and it becomes a bit unfortunate to just look around for secrets and whatnot.
Level 7? It's not a terrible dungeon, but there's definitely a lot holding it back from being super great, and it's probably my least favorite of the main dungeons as a result. To start with the positive actually, I think the way the dungeon goes out of its way properly introduce its gimmick, and set player expectation as to the rules of the dungeon are really good, and as a result, when I was actually taking part in the dungeons core gimmick, I was actually having a lot of fun. On a surface level, a dungeon primarily comprised of hidden walls isn't a great idea, as they usually come out of nowhere and are typically terribly checkmarked. In this case though, the proper establishment of dungeon rules, there being plenty of hidden walls earlier in the quest, and the way the dungeon map itself works all lend itself very well to it feeling very rewarding to cross reference the rooms you've been to compared to the dungeon map and figure out "perhaps there's a hidden wall on this screen," and it was consistently fairly rewarding to figure that out. I'd also like to give praise to yet again, the creativity behind the boss of the dungeon, as its one that I don't commonly see in quests, and that makes it novel in its own right. It's a pretty good boss.
My negatives however, are two realllly big sticking points for me. For starters, I think this dungeon goes entirely too far with kill all enemy rooms, to the point that the penalty for dying somehow feels even worse than usual, in a quest with already pretty big checkpointing issues. I found myself doing the same kill all enemy rooms over and over and over again, because I spent so much time doing them that I got lost while remembering where certain parts of the dungeon were. The other is a particularly egregious issue with sideview areas. I don't recall if this is an issue with sideview areas in earlier parts of the quest, but none of the sideview areas in the dungeon are properly set up at all and will send you to the screen below it if you fall into the lava/water, sending you completely out of bounds in some cases and other parts of the dungeon entirely in other cases. Because of this, I found myself frequently F6ing due to minor softlocks, and it meant having to redo the various kill all enemies rooms that I complained about before. This dungeon is good, but with those two abundantly clear issues, it becomes very hard to rank it particularly high among the dungeons in this quest.
This was a fun session, in spite of the obvious sticking points. Exploration continues to be the best element of this quest, and fortunately the overworld itself is quite memorable as well. I look forward to seeing what else is left on offer.