So, a few ideas. But first, I'm really liking the level concepts - particularly the electricity based one - having four set around each type of energy sounds like a pretty good number. Especially if we manage to implement any of the boss ideas. Having a mid-game and end-game boss is pretty standard and I have a feeling that would really get us points if we managed to implement a proper boss into our game!.
As to the game mechanics themselves though, I thought maybe we could have soul collection as the method of progression. The "indicating bar of death" would be a measure of the current speed of the level.
As you collect consecutive souls the level would speed up and any souls that you miss would cause it to slow again. You'd need to get to a certain speed to pass the level (ie: there'd be a certain "speed threshold" you had to pass in order to progress through to the next level). If you get hit while holding souls you drop a certain percentage of them which fall into the furnace and cause the bar to drop further (ie: the further you have progressed, the more you have to lose), resetting your progress and making you have to work up the bar again.
This would also deal with the death mechanic as you would only 'die' and have to restart if you got hit without any souls - other times your progression in the level would just drop. This would make the game much more forgiving, and given the target audience is children that's probably a good thing. It also means there's less of a sense of failure, again a good thing.
It would mean that the levels could potentially be infinite if you don't have the skill to proceed. In that vein a skilled player could potentially complete each level very quickly (we could maybe add time as a method of scoring - if we add scoring at all, not sure how that would fit in)
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