Some Design problems:
The platforms that are "hollow" and can be walkthough are not distinctly seperated from those that are "solid"... maybe that will be more intuative to more casual players =D
There may be blind spots in the original Cave Story, but there is always the Map Viewer for the players to seek clues and secrets with...
It seems that most of the secret are luck base/trial and error = frustration, unlike Cave Story where secret passages have some signs or idications that will have the player smack themselves saying "Why I did not notice it earlier!?" and have a good laugh at it...
Hope there will be more hindsights like the ones below =D
Also some design glitches...
1> Why there are Frenzied Mimiga in the "Pipeworks"? Shouldnt those roaches "Gaudi" make more senses?
2> Why does the "Black Ghost" returns as a boss? I thought in the Good End if Ballos is defeated, he picks up nursing from the Froggie Docter to tend to the "Gaudi" Roaches?
3> The GrassTown is a total maze... hope more hints at what needs to be done... I was lucky I have to say...
4> Quote got the Missile Expansion in GrassTown before the Missile Launcher in Sand Zone...
5> The SandZone is a bigger puzzling puzzled maze... I dunno how I manage to get pass it... got to count onto my lucky stars... anyway it looks not properly implemented...
It would be better if the level design is less punishing for mistakes...
Last of all, the cutscenes are A++ rated! Wonderfully done... Esp the scene on Balrog enveloped by the sand, had me rofl!