The cape stuff sometimes makes me want to push it's limits, I don't know how much of it is intentional but there's enough 'energy' to get two taps out of it, not that I've been getting a lot out of it so far besides maybe a bit more speed.
Telling people about how one can hold up while 'double jumping/dashing' combined with hard requiring an upwards boost in a jump without spikes is absolutely a good move to make people aware of how to handle that, feel like people might run into issues otherwise.
It would've maybe been helpful to warn about occasionally tapping with the Jump Boots as well, was stuck at the section after getting them because I didn't realize that was necessary to get further (to the point that I even tried to get past with a spike jump lol).
I really like the idea of the Delicious Fruit boss.
In theory you could just safely hit it a couple times, take care of the adds that appear as result and then get back to hitting the boss.
But safe = boring sometimes and you could also opt by hitting it a bunch and then dealing with what comes at you (Including mashing like a madman at everything that comes at you).
Fun risk and reward and all that.
Mother Batslime I found considerably easier by comparison, the extra batslimes at the sides don't really do anything if you just stick to the middle and narrowly avoid the boss.
Don't think that's a bad thing though, it certainly is a good excuse to try your shiny new weapon.
And speaking of that weapon: While I think the Snake has always been the cooler Cave Story weapon I'm not sure if leveling the mining laser from 1 to 2 does a lot for it's reliability.
Maybe that's just me though, I sometimes felt like I had a sliightly harder time hitting the bricks but it's not a complete detriment that ruins the weapon.
It only felt like a bad thing for the bridges in the Cavern but honestly by the time you have it leveled you're probably already done in the places where that could be a problem.
Excavator bot was a pretty cool boss, although it's positioning in the second phase feels sorta random.
This is also where I sometimes started wishing some of the boss introductions were a bit shorter in repeat attempts. I feel like there might already be skipflags? I can't tell for sure.
Granted I've also a been bit hyperaggressive so even if it feels like I'm spending a lot of time watching the intro cutscenes it's maybe also kinda my fault.
Similarly I kinda wish toggling between the cape and boots was a bit faster but that's just nitpicking at that point.
Less nitpicky though is that I kinda wish I could turn both off?
It's a little scary doing the sections in 2B with either of them on- my want to mash the jump key to swim doesn't match the holding down for the Jump Boots very well while the Cape sometimes throws me off.
Also in my first clear of 2B-2 (Around 1:50:50 in the video) I kinda went past both the pocket of air and the save point unknowingly walking into a boss room, where I triggered a boss while I was trying to get air and subsequently drowning because it dropped me, after which I had to try 2B-2 again for like 9 minutes.
Probably kinda foolish of me for skipping the save but the exit felt like the one for the webbed glove where you get tossed in a pocket of air immediately.
At the Ninja battle it kinda suffers from how awkard it feels to jump right after a dialogue box in Cave Story but otherwise feels pretty fine.
I'm just a bit confused at the body of water that appears when the Ninja speeds up.
Am I cheesing a part of the battle because I went out of the way to become able to swim or was I always expected to get it?
His attacks do look really difficult to avoid without that being there anyway.
The bunker is where I stopped for now, was getting a bit tired and realized the game was starting get a little bit meaner.
The Delicious Fruit chest especially is mean!! D:<
Also cool life pot that essentially does nothing lol, always funny to have in 1HP mods.