Originally posted by KaterpieThe space level... It took a while to find out that I needed one of the disco shells to get past an entire muncher floor during the first half, and if I killed both, I'd be equally screwed unless I brought a mushroom from earlier to walk into them. If it was for a Kaizo hack, I'd mention it was pretty easy, but since it's not, I didn't really like it.
I planned on having it be a secret level in the finished product, but if people find it generally infuriating enough I'll pitch it entirely
Originally posted by KaterpieSunken Pirate Ship was annoying to finish, because not only did I face some difficulty spikes (such as a completely random ambush from an Eerie below a ceiling of munchers), I had to deal with the fact that if the moving water reaches you, the conveyors act wonky.
I'll work on the difficulty spikes, not much I can do about the conveyor belts though
Originally posted by KaterpieMountain Airship had far more improvement than the previous level. I legit hate Boom Boom's hitbox, as when it starts flying, I can hit it from below rather than on the top, and I don't think it makes sense putting two of them and calling it a day.
If you've got any suggestions for a boss I'm quite open
Originally posted by Katerpie(Also, I could only find less than five dragon coins throughout this hack. Where are the others?)
Probably forgot to place the rest. While I'm at that I'll probably make a few less impossible to reach without getting hit
Originally posted by KaterpieYou just need to prioritize level design from a normal player's perspective and you'd be on the right track.
Generally, that's what I've been working on since A Hack Thing 3. It's hard to do that when your only opportunities to really find testers is once or twice a year.
Thanks for your criticism, will try to work on everything you brought up