Originally posted by KennyThat's kinda the point. It's not that hard; it hasn't caused me to fall into the pit or anything. But I'll fix it if you really insist...
Considering how unpredictable SMBX physics are, I wouldn't trust most of the characters with a jump like that. Considering how easy the jumps are before and after that, it'd be more flowing to take it out from the ledge.
Originally posted by KennyCould you elaborate on this (i.e. mention specific sections that could use improvement; "entire" would be an overstatement if you ask me)?
The first thing is that there is no theme to your level. Mushrooms would usually imply a bouncy surface, but the mushrooms are just ledges with flavor. The sprites are just regular "global" sprites, Koopas, Goombas, and Piranha Plants. The Koopas and the Goombas? Easy, almost insignificant based on where you put them. This creates the feeling of a slower level. Now, when you throw Piranha Plants in there, PP are pretty much buffer sprites, they slow the player down and make them wait. When these are utilized in an already slow level, this makes the level drag its feet and the player feel bored. When you throw VFT in there, it forces to player to not only wait but also to dodge something, which can also be difficult on the small platforms provided. This does not necessarily make the level more exciting, rather, it forces the player to change his playing style momentarily to "speed up", even though he isn't accomplishing anything. You need to try to give your level more of a theme, more consistent level design, and more interesting sprites.