Demo 441Taurus 15: This still has enemies that spawn above the top row, don't attack, can only be shot with Ship Bomb, and die off after awhile.
Some of the ships that scroll down the sides occasionally disappear for no apparent reason, partway down the screen.
The enemy with two options circling it - I killed one, and one of the options remained, stationary onscreen, until it disappeared a while later.
The boss still explodes into alphanumerics.
Taurus 68: Stationary fireball enemy.
Taurus 77: Stationary fireball enemy.
Taurus 3D: When boss died, one explosion remained stationary, where it was when it died, and another explosion moved along the path it was taking, and quickly moved off the left side of the screen.
Also, I think after it died, the room I was in lacked the metal platforms on the left/right sides, which are present when you enter, and while you fight the boss. When I moved left, it warped me back to the Labyrinth room with the item, and they were there.
Cancer 42/32: Can still dash/jump from ? block onto low block above, and access the area past the mouth without gaining the Double Jump Boots, which leaves a bunch of F6 traps past it in the following rooms: 43/33, 52, 6C/5C, 7A/6A, 7B/6B.
ETA: You <em>cannot</em> reach Libra entrance without DJBs, though (unless, perhaps, you can damage-boost past where it's required - I didn't try) so you can't wreck the game simply by coming down here and setting the continue point past a point you can't backtrack from.
Cancer 73: F6 trap without the Wall Cling Boots.
Demo 445Intro Boss: You don't have to hide on the bottom to avoid all his shots - you can hug his nose and also stay out of the path of all his shots. When he shoots the purple orbs at you, you just have to move up/down out of their way. Suggest redrawing his nose/hitbox so it fills the safe spot right below it, unless you want it there. (Keep the first boss with an easy strategy?)
Doors: Room warps no longer switch the music at the beginning of the warp wipe, but switch at the end now. Kind of strange.
Aquarius 6C: This room either spawns one or two flower enemies onscreen. If it only spawns one (onscreen) and I kill it, I can here the other one intermittently firing afterwards.
The walking box enemies that split - the TLOZ enemy they replaced <em>used</em> to drop items from the lesser enemies, but stopped a few demos back, nor do these drop anything. Is this intentional? Does killing them without splitting drop items?
Aquarius 3B: The megaman 3-spread enemy - normally spawns reasonably, but on this screen, it spawned on the bottom row, in the left pit, when I entered from the right. Some enemies, like these, might be put to better use with preset locations per room, rather than spawning semi-randomly.
If you haven't already done so, I'd recommend coding the metroid-droppers so they don't spawn over door exits (or far left/right columns) - would be unfair to come out of a cave room and have one immediately descend upon you (or upon scrolling into a room.) Or not. Also, they seem to sometimes spawn on top of each other; probably would look/sound better if they didn't. They also probably shouldn't drop when you cross their column
above them, especially since they don't fire straight up.
A lot of these enemies that walk left/right and won't drop, end up spawning on short stretches that make them kind of lame. Is it possible for them to detect whether dropping off the edge of a platform would drop them to another platform, rather than off the bottom of the screen, and let them drop in the former case?
ETA: The giant robot that drops more robots is especially bad looking when he spawns on a 1-tile-wide platform, as he spastically faces left/right over and over again.
Aquarius 49: I killed the boss while standing between where the two bottom blocks form - so I got stuck after he died. If you move them up and left one tile, they won't be on the floor; you'll simply fall out of any that don't have a floor directly underneath them.
Aquarius 35: This room has no enemies in it now.
Aquarius 47: This room has a mix of old and new flower enemies - which looks/sounds weird, since the old ones shoot silently, and straight, and can't penetrate walls with their shots. Not sure if you meant to get rid of all the old ones - not sure if I've seen any others in the area.
Aquarius 40: Still cannot backtrack here without High Jump, descending here forces you to explore Scorpio or F6.
Aquarius 38: Still has a couple invisible half-tiles on the left side.
Scorpio 17: Upon purchasing the item in the cave room, the glass container disappears, rather than breaking open (the item still drops properly.)
Scorpio 13: Screen only has two sand vortex enemies on it, nothing else.
Scorpio 23: Cave room warp exit on top of half-tile cactus near right side. F6 trap.
Scorpio 20: Cactus enemy. Potential, but lame as-is. Bug: each time you destroy a segment, he drops a half-tile downwards, and becomes stuck, if he even had any room to move left/right before.
Suggest saving him (and/or editing this room's layout) for wider, open spaces. Maybe code him to ignore/move through the cacti? Perhaps make the cacti and this enemy look similar, and have him dormant like the metroid-droppers, and triggered by player proximity? (So that the only difference would be the heads look different, and triggering him would cause him to open his eyes and shoot upwards to his full height, and begin attacking?)
Edited by newstarshipsmell, 06 March 2015 - 01:33 PM.