Originally posted by CounterfeitIf you feel the level seems too hard, the right thing to do would be to think about how hard you actually want the hack to be, and then rearrange the order in which levels you made appear in order to balance the difficulty curve. If you do want a hard hack, then it might already be good where it is.
I think the level is awesome. I admire in these style hacks, it is very easy to focus on the objective: it knows its purpose is to provide a challenge. There's definitely no boring or repetitive areas, and absolutely no hand-holding or tutorials. It feels retro in that regard. The player is expected to learn the ropes through live practice, and usually basic information on the mechanic is in the manual instead (readme or description in this case.) The wall jump is one such mechanic that would be best introduced in an area where your first try doesn't have a consequence for failure, so in that regard, only if you choose to keep Red Forest as your first sequential level, I would recommend squeezing a vertical corridor somewhere before the drop over lava so the player organically understands the mechanic.
I like the implementation of the retry system that doesn't waste time going back to the overworld, instead sending you back to the section start, and that lives have been dropped entirely.
It does indeed look like a 1st-generation GB game run on GBA or SGB, giving you a 4-color palette for layer 1 and another 4-palette color for sprites. The goal sphere takes on the layer 1 palette though - is this intended?
There is a small tutorial level that teaches you about wall jumps and the retry system before the first level, it's entirely optional. Also, the goal sphere is using the layer 1 palette as it's a "Color Orb", which is meant to be red. All levels end with the corresponding Color Orb.