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I have another interesting idea, for a Jungle subland! It'd be called the Amazon River, and it'd consist of a line and some number of equidistant curves on each side, all water. Boats only spawn adjacent to land, and the player's goal is to ferry a boat from one side to the other. They must avoid crocodiles (who ignore the player altogether in favor of endlessly swimming along their curve, but will kill you if you get in their way) and piranha-like hyperfish (who are regular aquatic enemies). When a boat successfully reaches the opposite side of the river from where it started, the player is granted the land's treasure (not sure what this should be?).
Maybe you missed that it's a jungle sub-land? It has no great walls in it just as the Whirlpool and Temple Of Cthulhu and Camelot have no great walls in them.
I suppose Orbs of Teleport, Earth, Speed, Shield and Thorns will be helpful here. ^^
(Exact parameters to be determined after playtesting; with these numbers, it is theoretically possible to be trapped in a finite region, which is probably bad. I believe one in every 279936 heptagons will be surrounded by six inward-pointing hexagons forming an inescapable trap. Perhaps some monsters or orbs should re-roll the wind directions. Or sometimes the wind should only block 2 directions.)
Air Elementals can ignore the air currents, as can immaterial monsters like Aether Witches and Ghosts, but all other monsters (including flying monsters!) are bound by the same rules as you. The Eternal Storm spawns Crows (reskinned Albatrosses) and Air Elementals. Treasures create a single tile of calm where they spawn. I am not sure if Orbs should do the same - that seems exploitable with Dead Orbs.
The native Orb is Time Stop. For a few turns after picking it up, monsters cannot move or hurt you and air currents do not impede you. Fires don't spread or extinguish, cellular automata don't update, tides don't change, etc.
For flavour reasons, the Orb of Lightning is a guest orb here. The treasure is called Fulgurite.
Also, I think having random wind direction on each cell would be way too confusing.
Goo World
Land: Some medium-sized (~7 cell) walls interspersed around the land. Fairly sparse and mostly empty for lots of movement possible.
Enemies:
Goo - Has a central spot like Jungle Vines. Killing this central spot renders the goo inanimate, and you gain treasure. While animate, the Goo expands into all empty squares, covering everything around it every 30 turns. By itself, Goo won't kill you but certainly can make your movement very slow. There are fairly special killing rules - you cannot kill goo if it is surrounded by precisely 3 other goo tiles. If goo ends up being surrounded by 2 or fewer goo tiles, it becomes a slimeball.
Slimeball - Standard pursuing monster.
Seep - spawns and travels through goo as well now! So you are not completely safe engulfed in goo.
Orb: Orb of Glue - passively emits a stream of glue behind you. Non-flying enemies do not avoid glue and get stuck on it for 1 turn (removing the glue).