You know what the biggest problem with implementing an EXP system is? I tend to leave all the normal enemies for last, so that running through the game for testing purposes is really quick, and I can get to and test problem areas repeatedly without having to spend too much time. Of course, that means that testing screens with bosses on them gets insanely difficult, very quickly. I'm now having to add things to the demo specifically so I can level grind quickly and get back to testing.
I'd like to see you take on a BS Patra with only 1 Heart, and a maximum of 9 Arrows. On the bright side, my Critical Mode idea is looking to be more and more fun as I go, and it'll be really easy to set up. Just make it so inputting the password turns off the EXP counter. 
EDIT: I've been play-testing this with the additional enemies put in, and I'm actually having a lot of fun just play-testing this! I can't wait for the demo so I can get some feedback on how it's working and see people's reactions when they're seeing this for the first time instead of me for the hundredth!
On another note, I could have sworn I hadn't left this many bugs and errors in the game when I was making it. Most of my blocks and walls were still walk-through, and on a few screens, somehow every single cliffside had been replaced with bombable walls! I don't even know how that happened, but I've still got them fixed. (Wait, I accidentally found that I had multiple cliff walls, so I replaced one with the bombable one. I must have been using the wrong wall by mistake before switching them out.)
Edited by kurt91, 01 January 2014 - 06:01 AM.