Demo 452Gemini 03: There's two of them on this screen, and they only spawn in the one spot on the right. So they're trivial to kill from the left side, but when you backtrack from Iron 3, likely with low health, they are positioned to immediately unload upon you. Will they spawn underneath Armos? If so, you could line the top row with Armos so they'd have somewhere else to spawn in this room.
Aries 08: I killed the boss and it warped me inside the cave room at Aquarius 18. Returned to the room and boss remained dead, was able to proceed and acquire the Aries Saber.
The Grapple Beam boss and the Aries Zodiac boss both die
very quickly with 3-4 charged Scorpio Stings. They are cakewalks compared to Iron 3.
Gemini 5A: Don't think this matters, but you used to be able to jump from the right Armos up onto the top path. I don't think you can with the new collisions - I kept either running off the edge of the Armos or bouncing off the 2x2 bubble. It just leads to a cave and the warp; I forget what is inside the cave. So you'd have to come back with the DJBs to get up there now.
ETA: Actually, that cave room is just a hint - to blow open the floor in 58 on the way to get the Grapple Beam (the room with the 4 installed turrets has a weakness in the floor message.) So, this room is totally useless now, unless you move the Armos over in 5A so you can actually jump up and reach this room before finding the Grapple Beam. It looks like 58 only has three of the new turrets there, rather than four. And since they're allowed to spawn on the same tiles, that obfuscates the count anyways.
Aries 2C: This boss still takes continuous damage. A single Scorpio Sting charged shot fired directly on top of him will instantly kill him.
The orange fliers in Aries, that also shoot at you, could possible stand to have their rate of fire and/or damage dealt dialed back a bit. There's a great deal of chance involved whether you make it to the boss guarding the Leo entrance with much health left. (Sure, you could eat a Life Tank at the beginning of the boss fight, but...)
They move so fast that you frequently get knocked back down as soon as you enter a room and they spawn near you. If you're lucky, you end up chaining a sequence of rooms where they mostly spawn somewhere you can kill them off from a distance while dodging their bullets.
Alternatively, you could just add a door in Aries 0D with a recharge station inside. Make it cheap or free, and perhaps replace the enemies on that screen with less threatening ones, so you get a slight breather before the boss that kills you near-instantly on your first attempt in the next room.
If you're going to keep reusing the spider enemies, I'd suggest you spruce up the ones encountered later in the game. Instead of webs, they could fire floating baby spiders (1x2 sprite with spider on bottom, suspended from webbed balloon on top) that launch at same speed as webs, but slow down and track towards you?
Also, do the webs do anything besides simply damage you? I always kill them before they get off more than one shot, and never get hit by them. Could the webs temporarily trap you or restrict your movement as well?
Demo 454 (I swapped quest files from 452 to 454 at the beginning of Leo. Nothing bad seemed to happen. Let me know if that's going to screw my game up.)
Leo: Recommend getting rid of the TLOZ enemies that you've partially replaced with custom enemies (I think they're blue wizzrobes? The robots that shoot missiles and phase through walls.) It's kind of unfair to the player to have the custom enemies that take damage from the Sidearm appear earlier, then leave some of the older TLOZ enemies with the same sprites that take no damage from it, requiring the DB/ZW/missiles to damage. I just sat at the bottom of 32 shooting one over and over that was on top of me, and nearly died before I realized I wasn't damaging it.
The giant cannons contact-damage me when I'm only this close to them:

Doesn't seem right.

Is it possible to have these guys detect which edge you're on when you enter and spawn somewhere on the
opposite side? They are particularly unfair on Leo 32/42 when they keep spawning right next to you and you can't manuever to avoid them and/or just get knocked back down into the room below. It necessitates grinding for hearts in 22 above, to regain my health, which is tedious. (Or just pressing F1 and doing something else for a minute...)
Leo 01: Is it even possible to make the jump over the spikes without landing on them? It seems kind of excessive to force the player to eat 64HP here with all the damage the enemies are doing to you. Especially with the giant enemy in 03 coming up. Honestly? I can't kill that thing without dying. The only winning strategy seems to be to dash past it and use a Life Tank in the next room to prepare for the core fight.
I like the computer core boss, but just in case you care about it being too easy, this is a sweet spot on mode 3:

None of the shots/fragments will hit you when you're standing right here, so you can run underneath it during the pause in firing and shoot it, then scoot back over here to total safety. You can stand right about here on mode 1 as well and avoid all the shots. Modes 2 and 4 are trickier, of course, since it's actually aiming at you, with shots that aren't blocked by solid combos.
Here's an idea that might be impracticle, or not worth the effort:
Put a special terminal in the very first cave, that basically works as an inventory analysis. If you can script it to select particular message strings, and select which strings each points to next, and maintain a set of flags for each item you've gained... Make a string for each item in your inventory describing what it does/how to use it. When you enter the room, have it compile a list of strings, based on what you've gotten since you last read the terminal, so it only displays the strings for new items. Upon reading them, clear the flags. If there aren't any new item flags set, just have it read through
everything you've gained. (Tradeoff to let player reread all the item descriptions, without being forced to do so to read something new.) Then put the item sprite in the NPC window for each item as its message string displays (or if you feel like it, draw new larger, more detailed versions for them instead.) This would let players learn what everything does after gaining it, without having to consult the included manual.
Aries 0F: Inside the cave room, when you purchase the item, the box completely disappears instead of breaking open.
I've also now tested all the other Labyrinth entrances in Aquarius - both Scorpios, Pisces, Cancer and Gemini - to try and reproduce the buggy behavior that the Aries entrance suffers from. All of them work normally. I tried F6/Continue, from both sides of each warp, followed by repeatedly entering the warps several times, with all of them working normally. ETA: Cannot duplicate glitch on Gemini/Taurus or Cancer/Libra warps.
Stun Beam: It doesn't seem to work on the custom enemies. I know you mentioned coding the Ice Beam to work on them. Will you upgrade the Stun Beam on them as well?
Scorpio 3B: Wow, this F6 trap is so obvious it's been hiding in plain sight this entire time. If you fall down here before getting the Disintegrator Beam, there's no way out. Easiest fix would be to simply block off the right side of 3A with destructible sandblocks so the player can't come down this way before getting the Disintegrator Beam.
Aries Saber: The first time you use it after Continuing or booting from main menu, it slashes with a beige graphic instead of white. It then remains white on its subsequent slashes. Aside from that, every once in a while, one of the 16x16 tiles doesn't display - no clue why. It sometimes did that with the old graphic/pre-charged ZWs.
Gemini 7E: Boss sometimes graphic-glitches when jumping back up out of the bottom, like this:



He also drops one of those wriggling enemies' sprites on the ground, but it doesn't move around. Also, the door frames are missing in the boss fight.
Taurus 59: Boss needs work; no challenge at all. He doesn't shoot at you, and won't descend below the third-from-bottom row, so you can just move around on the floor and shoot up at him until he dies.
Taurus 36: You can knock the little volcanoes off their platforms:

If you shoot him from "behind" while he's walking towards the edge of a platform, it'll knock him off the edge, and if he falls onto the bottom row, like this screen, he'll continue walking on empty air rather than dropping off the screen.
Message Terminals: If you have the Grapple Beam on A and used it outside, when you enter a terminal cave and read the terminal, the GB attachment pulse will appear in the upper-left corner during the message. Gemini Twin on A will cause the beams to freeze on either side of you - I suppose all the ZWs do this, and it's just more obvious with this one. Can the A item be suppressed if you're on a tile that reads a terminal?
Taurus 46: Want to make your Gemini Beam slow-dance?

Stand on this platform and fire it. Sometimes your rear beam will start circling the block you're standing on, other times your upper forward beam will warp on top of the 1x3 platform and begin circling it. It may or may not be triggered by proximity to the circling fireballs. Something similar happens if you stand on the 1x3 platform instead, but nowhere else in this room. I haven't seen it do this on any other screens, but it may be a universal interference between the fireball enemies and this weapon, rather than just this screen. (And perhaps it might mess with some of the other ZWs in a similar fashion?)
ETA: So far, it's doing the same thing in any room with fireballs that circle a single block or short row of blocks, when you stand on or near their blocks and fire it off. However, if there is another fireball that circuits the room, the fireball circling a platform seems to have no effect on the shots, such as in 6B.
Taurus 18: The fireball along the left wall moves down and off the bottom of the screen.
Taurus: The flying fireballs - the ones that the firepits spawn - if they are set enemies that spawn when you enter the room, they will only spawn the first time, presumably until you reset the level by leaving+returning/dying/F6'ing. The firepits still spawn them normally, but the preset ones are gone when you return to any of their rooms, regardless of whether you killed them or not. Unlike the vanishing centipedes in Cancer, these ones do not return if you enter a cave room and exit back into the main level.
Demo 452
Scorpio 18: Does not set a Continue Point. I came in this way and worked my way down to 77, where I died, Continued, and resumed from Scorpio 00.
Actually, this
is setting a Continue Point. When I F6 or die nearby and Continue, I'll resume from 18 - but sometimes, after wandering around the level, without passing through 00, if I F6/die and Continue, I'll resume from 00 instead of 18, even though I entered the level from 18. Could some other room(s) be resetting the Continue Point to 00? Could entering/leaving a cave room reset it?
Aquarius Bubble: The charged shot might be more practical and balanced with a couple changes:
a) Have initial damage cause it to flicker, and disappear after a couple/few seconds, while maintaining character invulnerability during the flicker - during the Scorpio boss fight, it's pretty easy to get hit by a string of the high-damage shots, making the bubble only good for the first one, and death likely.
b) Have it timed to expire, after say, 30 seconds or so? When it expires, it would just do the same flickering thing. It seems a bit absurd that it lasts indefinitely - I
believe you can even F6/Save and resume with it still on, though I'm not sure.
Did you implement the floating-in-water feature? I didn't check; I'd forgotten you mentioned that in a previous post. I am guessing not, since you also mentioned limiting it to one screen - which is clearly not the case presently.
Pisces Spread: The charged shot seems kind of buggy. I didn't have it for long, as I promptly went and got the Gemini Beam, but it seemed like only one of the shots was homing, and the others just drifted off. I dunno. Wait for the Zodiac Changer to test it out again, I guess. /refrains from joke about delicious Pisces Spread
Gemini Beam: Could the charged shot have your twin face/fire the same direction as you? That would let you place him, and then aim his direction of fire, which would make him a little more useful.
Libra 10: F6 trap. I see you added a solid combo below the tail in 22, but... it's possible to get hit by the warp on the 4th column, but slightly offset to the left overlapping the 3rd column, next to the left alien. This warps you firmly inside the ice pillar underneath the alien in 22, slightly left of the 4th column, so you are completely stuck inside the combos. Suggest completely removing the 1x2 ice pillar in 22 (with the block underneath it as well?)
Libra 2C/2D: There is a snowdrift on the bottom path of 2C which is abruptly terminated at the room border when you scroll into 2D.
Libra 33: Just checking - are you supposed to be able to enter the secret passage on the right with only Dash Jets 1, or is it supposed to require Dash Jets 2? You only need level 1. All you gain is the Remote Explosives.
Libra 34: Inside the shop, purchasing the Remote Explosives works normally, without removing the floor, but the item box disappears instead of breaking.
Libra 24: Think I reported this before. The empty combos left behind after destroying the ice pillar do not flash/freeze you. Is it not possible to have destroyed blocks reveal empty walkable combos underneath which flash with the rest? The space underneath the tail is empty by default and does not flash either.
Libra 44: The hook seems redundant. Is there some reason it's here?
Libra 5F: Ice blocks are not slippery in here.
Libra 2F: Was it your intention to let the player shoot the open eye from the side, or did you intend for them to have to shoot upwards to hit it? Having High Jump/Double Jump Boots makes fighting him considerably easier here. With Rapidfire Sidearm, even easier. Still, I sank a Life Tank into this fight. With all your new enemies, and lack of cave door continue points, I've been eating a lot more of those playing through - so no more complaints from me about any over-abundance of them anymore.
Libra 1E: If you don't replace these enemies, be aware that you can access the room above without Wall Cling Boots, if you persistently leave/re-enter room until one enemy spawns above and on the right, where you can run in underneath him and freeze him - then jump up and eat the damage on the spikes above, and quickly jump across to the platform. It's just a Life Upgrade in 0F that this reaches, however...
Libra 0E: With the new collision code, entering the spiked passage on top/right is a chore and requires holding/facing down while jumping up/right into the spikes, and you have to jump 3-4 times very quickly before you work your way in enough to get up on top of the ledge, and still have to hold/face down while you inch right to avoid getting knocked back out of it. (Of course you can face up too, but the knockback makes it even harder to inch right and get up on top.) Not sure if you intended this, overlooked new collision making it more complicated, or meant to make the spikes non-damaging... So just pointing it out, in case. Cosmetic.
Libra: Snowman enemies - When you kill them, they pause, then their explosion continues moving, and then stops and disappears/drops an item. If you shoot the moving explosion with the Ice Beam, it will freeze the explosion into an unwalkable cube that is either completely black, or only shows part of one side.
Also, LOL that you can freeze the frozen ice cubes. Nice!
Edited by newstarshipsmell, 15 March 2015 - 09:25 PM.