I checked out some of the shaded sprites on your devlog- they look really nice. I don't think they'll clash as much either, even though they maintain their distinctiveness.
Thanks, glad they look a bit more cohesive as a whole.
The main problem I'm having is the difficulty.
This is the biggest learning curve for me, after three years there are things I take for granted knowing as the designer I neglect to think the player will know to do these things.
The window of opportunity to survive the sword right now is so slim that it's just not fun.
The obvious solution is placing the water on the other side of the door, creating a bigger window and better flow of action; Thus reducing the need for a save point since the player is more likely to succeed this way.
I'd reduce the number of insta-death instances, reduce their severity, make them easier to overcome, and/or place save points right before encountering them for the first time. For example, you might not want to introduce the disappearing clouds overtop of a lake of lava, but instead over solid ground.
Hmm.. The clouds were supposed to be introduced in the Air level, perhaps I should remove them from the fire level completely make it more bare.
Also, I'd personally increase the drop distance at which you receive fall damage. The damage that's dealt it pretty minor, but it's a little annoying. Not a big issue.
I could perhaps make the damage a bit less, allowing more falls to make it seem less severe.
Also, the stalk of the mushroom-like platforms are a little misleading. I was expecting to be able to wall-jump off of them and instead fell to my death.
Not a bad, idea - could make the mushrooms a bit harder to get around though... Since they have roofs and you would have to jump to another wall in order to get on top of the platform. So if you were on the outside of the mushroom patch you may get scrooged.
Here's a run down of how far I got in each area:
Water:
I got through this part without much issue. I entered the Mario castle, encountered the pipe that was spewing fire, saw the sword in the room above me, was intrigued, tried to get past the ceiling traps and failed.
Dammit, forgot to put a save point at the start of that castle or just outside it.
There are a lot of things that can kill you there.
Air:
Went straight to the opposite side of the level, doubled back, accidentally fell to my death. Wasn't able to figure out how to propel myself upward.
Hmm... Yeah the propulsion seems to be based on holding up on air vents - And there doesn't seem to be much I can do to change that - I'll for sure look into it.
Fire:
The low ceilings made jumping from cloud to cloud difficult for me. I couldn't get very far.
Yeah I'm going to try and make the clouds more like N+ blocks or Mario music note blocks that receive your hspeed and vspeed.
Cause this has bugged me before as well.