Mr X, thanks for checking it. Guess I gotta get that figured out too then as I'm pretty sure that charge behavior changing wasn't intentional; I'd just been ignoring it since I thought it was normal.Spoiler:Hm, wouldn't have guessed you could nest spoilers.Spoiler:Here be dragons.Spoiler:You found my intended weakness for them. Also specifically not using Wall to try and protect yourself as bounced spells should despawn them is intentional. I actually tried to keep as much of the vanilla aspects of that unused enemy as possible, namely, it being a snowman and using something Fireball-y are vanilla traits of that enemy, for whatever reason. It's immune to melee because snowmen don't have a melee hitbox (though it also has astronomical defensive stats).
Almost everything about their animations is madness; their idle wiggling is actually the High Stepper idle animation, their up and down movement is... I think Moogle animations of some sort, and I'm not even positive on the leap, maybe a Moogle whip post leap or something. The reason they despawn is because one of the damaged animations is the Cannon Travel cannon fuse burning down and vanishing animation... I think, or something similar, and is related to the vanilla bug I fixed where a playable character could vaporize while Frostied if they wound up playing the Cannon Fuse or similar animation. Which all occurs because the Snowman has a tiny animation table (only 7 entries) so any animation number over 6 overflows into the animations that happen to come next in the ROM, namely Mana Fortress space laser, Cannon Travel cannon, High Stepper, NPC Moogles, player Moogles and player Pygmy Moogles. I'm going to need to relocate and properly flesh out their animation table to make things less glitchy.
Do you think the entrance was okay? I could've gone full super secret and hidden the entrance in a walk-through wall, or required a whip post jump into a wall, or something extreme like that, but settled on a nonchalant single tile in the hopes people would actually stumble on it without knowing it exists.
Do enemies drops change if they get transformed?
Don't rush, you got the base set. Is it possible change the spells the enemies in general? I thought you intentionally left it to cast fireball. Not that I mind that, it's a secret enemy. But it could come in handy to make other enemies or bosses becoming a bit more interesting if individual stats/spells can be changed.
As for the location it's fine, it's not like you would miss a whole lot from these final orbs at current point and time anyway. If they become more powerful in the large future especially the sword then I would make it more of a secret like finding a spot to use a whip to get past a wall then teleport, or something along those lines. But as things are currently, it works just fine.