Thanks alot for the feedback Maelstrom! Been a while since someone took the time to analize my game this much. I really appreciate it. Okay point by point.
Maelstrom said:
First Cave: I got one HP capsule. The overall difficulty seems to be reasonable, but the entrance to the last slew of blocks (where you essentially have to jump and shoot down at the same time) feels a bit too deceptive (maybe I'm just saying that because I had to refer to this thread, but apparently I'm not alone).
I heard ALOT of flak for this part over at Something Awful. Everyone wanted me to take it out, but I held my ground on this, here's why. Although there are many times in normal cave story where you COULD do his manuver, you never have to. So the odds are, you don't know if it's possible or not. The only reason the part looks tricky (you expected that to be an exit only, and for an entrance from fake blocks?) is because you bring outside knowledge of the original cave story where you never do this. Thus assuming the obvious way down, isn't possible. Maybe that could be considered tricky, but I want to teach you early that you will be doing new things! Even if some of them seem... eh... kinda stupid (I'm happy every time i find ANYTHING new).
Maelstrom said:
Reservoir: I got the pendant en route to getting the HP capsule, but that was it (I found the bubbler room, but it didn't seem to do anything for me). It's not particularly hard, but the jumps around the capsule killed me a couple times.
Yea... It's not very hard, even if you go thru with 3hp. Thats okay tho, because if you try and go thru reallly fast thinking its not hard, then suddenly it will be hard. Much like the no jetpack parts in mario sunshine, if anyone else likes that game.
Maelstrom said:
Labyrinth H: The difficulty is tolerable, I suppose. I got the HP capsule and upgrade, after lots of dying.
One of my favorite zones.
Maelstrom said:
Egg Corridor: I got the HP capsule and eventually stumbled through. There were still some annoying parts were jumping failed, but at least you had save points nearby, and in the longer sequence you could deal with walking in spikes to get where you needed if you got knocked off (the hanging 5 dmg spikes were "helpful" in that regard). The Boss fight was still easy, even though my strategy required me to jump a few times (you just make sure you don't have to jump at a "bad" time).
Did you like trying to get that life capsule? Its one of my favorite things to do, I think the 1 block jump over basils is a fun kind of hard. The five damage blocks there are incridibly helpful, if you want to be slick you can take a hit from the behemoths and do the same thing, they only do 1 dmg. Doing that part right, and making both jumps, is something i've only done once.
Maelstrom said:
Lower Grasslands: Okay, now it starts getting painful. Sometimes those green critters move too quickly for you to get to the next switch. Granted, you only *really* need to succeed with 2 of 3 (since you can bounce off spikes to get to the second position), but it's annoying if you've got to start over because you lose two of them. Still, it's managable, but a save point near the top would be nice.
The movement of the green guys is indeed random, but i think if you kill all the enemys before hand and haul ass at top speed, you can beat them no matter what. I took the enemys out and tested for a pretty long time. Its possible that you are fight, I'll have to test more, and maybe move one of the pressure sensitive swtiches closer. I'll talk bout save points later.
Maelstrom said:
Charcoal Room: Okay, I've got the leaning left thing down, and I can get up *to* the charcoal, but I haven't figured out the "getting down" part. (Yes, I'm "jumping" down. And I'm trying to hug left, but maybe I'm not just doing it well enough, since it's really hard to do with the crusher right next to the opening. It just seems that I'm not moving down fast enough to escape, because I've barely got enough speed when I'm going up with the current, and I have less speed when falling down, even with jumping. Maybe I just suck at this task.)
You are just going about it the wrong way. Don't jump into the holes, just stand to the right, and hold left. You will make it down every time.
Maelstrom said:
Jellyfish Room: That save point really could use a heart box, because it seems nearly impossible to get out of there without taking damage. I can't really comment on the difficulty (besides it being really hard), because I was going into God Mode at this point (maybe from the Charcoal Room) and couldn't be bothered to turn it off. *shrugs*
It's possible to get to that save and take 0 damage. It's also possible to get thru the rest of the stuff while taking little damage. Having the fireball and some spur ammo really helps for it.
Maelstrom said:
Upper Grasslands: It's a bit frustrating for me, but maybe I'll get through it. Still, it'd be nice if there was a save point around midway up there (maybe before the dragon stretch), because it gets to be a pain to redo that whole stretch over again just because of one mistake. Also, there are some places on that screen that you can fall through that don't lead to room below, and eventually you just "drown."
The falling through part is a problem I knowabout. Seems like it shouldn't happen because there are sprite 46's lining the bottom that zone you downward. But, i guess there are still gaps, i'll just have to make em closer together. Okay, this is the 2nd time you mention save points. Go back to first cave and find the map room, it will eliminate this problem. I think for the next version I'll have save points that do <ITJ and if you don't have the map system, it gives you a hint. Because w/o that, you are making the game MUCH harder on yourself. I have yet to get to hermit armorsmith (door under gum room) w/o saving.