Tile bugs:
Aries 78, inside the item room - there's an invisible block extending leftwards from the platform above the door:

Didn't notice it when I entered, before picking up the item. Bounced off it trying to jump back to the door afterwards.
Cancer 2F - bottom row on right side, looks like it ought to have an upperleft-corner tile for the stuff below in 3F:

Scorpio 31 - one of the sandblocks can't be disintegrated:

Scorpio 4F, 5F, 6F, 6E and 6D - all of these rooms have a tile in the upper-left corner which disappears* once you finish scrolling into the room, presumably because they all have scripted moving platforms. In three of the rooms, it's behind other solid blocks so it's just a cosmetic bug, but it's possible to jump into the hole in 4F by jumping up/scrolling into 3F, then holding left as you fall back down into 4F. You can walk left into 4E, though you're stuck in the wall (you can walk back out to 4F):


You can also jump up into 5E from 6E, and you fall right back down. There's an entrance from 6E into 5E on the right side anyways, so it's hardly a spoiler.
Boss bug:
I made it to the boss in Scorpio 50 - upon dropping the boss's meter to zero, the meter disappears, and he continues fighting. I finally beat him (after getting the dash boots) so apparently it's just a bug with his meter - it only displays one meter, with only one color. I shot him a few more times after it disappeared and he finally died.
Some feedback/suggestions:
I really wish I'd discovered this last year when you were still creating it; I'm not sure how much energy you have left to tweak things throughout the game, since it sounds like you're largely done with it, but here goes...
Bombs.
I don't mind having to bomb around to find stuff - though I agree that progress-critical stuff behind bombable walls should have hints located elsewhere. Stuff like health/energy powerups without hints where to find them are fine, since those who aren't as good at beating hard bosses can spend the time hunting around for everything they can find before facing them to give themselves a slighter edge.
However (and I apologize if this has been previously addressed), the bomb placement could really use some tweaking, if possible. It would be nice if they'd remain in place if they're contacting a wall tile even partially - instead, they are apparently ruled by the same walkability/gravity rules as everything else, so they fall off the ceiling easily, and fall through floors that are only 1 tile deep. This makes attempting to bomb some parts of walls rather frustrating and tedious, especially when you ultimately realize that you cannot manage to place a bomb on a particular tile, even though you can deploy it in contact with it.
Also (and I doubt you'll want to do this, but worth a shot suggesting it) you could do an homage to Xevious by modifying the corridors, and the bombs when used in them, so that you have flying enemies affected by the rest of your weaponry, and ground-based enemies that can only be bombed (or at least, not shot with your regular weapon or other items, but perhaps still by your special weapon.) You'd just need to animate the bombs so they shrink and appear to fall and explode. I'm not familiar with the inner workings of ZC/ZQ so I don't know if this would entail creating separate layers or something or whether the entire idea would be unworkable under the ZC engine. But it would be pretty cool.
Edited by newstarshipsmell, 04 January 2015 - 10:35 PM.