Thanks. Glad to know you're still playing. 
I will keep these suggestions in mind. I did notice the spike glitch in the opening scene sometimes, but didn't think it was a huge deal for this build. As for the suggestions:
1) I will try to do this, but it might mean re-constructing the levels if I were to make totally new bricksets.
Color-swapping would be something I could definitely improve, come to think of it. Maybe give Magma Mines' brickset a slight orange hue and the Hub World a red hue, like what I did with Vista's Hell sprites.
There is a reason for repeated use of the same brickset. Back when I originally made these levels, I didn't know anything about bricksets, so when I was editing the levels, almost all of them had the same brickset. Techno Traverse originally had ME's Warehouse's brickset because of this.
2) Yeah, the level design quality dips in the later half. For me, it starts in Magma Mines Act 2 with the stupid invincibility frames gimmick. Blame 11 year-old me for thinking that up. I'll have to replace that with lava that periodically comes down.
Then it starts to get bad in Techno Traverse with the invincibility spike thing. It's probably better to give the player the invincibility before going on the zipline, forcing the player to lose all of the collected RAM sticks. I should also fill the bottomless pit near the end with spikes in case the spikes glich out and send the player into the pit. Act 2 is hard, but at least it's true difficulty. I should also give a hint where the secret spring is at the end of the level.
Some parts of ME's Warehouse should definitely be refined; most of all, the bumper section in Act 1. Not the one where you only bounce up once, but the one where you bounce up 5 TIMES. Definitely needs to be shortened. Also, every mini-boss in the zone can be skipped very easily. I should make separate objects for each mini-boss that locks the camera so the player has to fight it in order to proceed.
As for Final Fright, I should make a text cutscene or put a "!" in the level implying that 1.0 chases you down in Act 1. Act 2 could also use this.
All of this is caused by amateur programmers who are testing their game, get really good at it, then decide to make it harder. This is why many 8-bit games (mostly NES) were so hard--programmers and game designers were getting used to making games by the 16-bit generation (Genesis and Super Nintendo), and these "Nintendo Hard" games are almost completely gone nowadays--unless the designers are intentionally making the game Nintendo Hard to begin with.
On the topic of 8-bit consoles, I heard that Sega still officially licenses and sells Master System units in Brazil. That's pretty cool, seeing that I'm a big Sega fan. 
Anyways, back to the game.
3) This adds to the difficulty. The player can memorize the locations of the spikes in the beginning of Act 3, then know where they are to avoid them in Flooded Mines. I do agree that there should be some visual hints to where they could be though.
And yes, TT Act 1 needs that as well.
4) I was actually thinking about putting it in PDF format, but I'll wait until it's finished to put it in that format.
5) Thanks 
EDIT: I was also thinking of adding the motivational speech in the good ending of Earthworm Jim: Special Edition to the ending of this game. It would be pretty satisfying and funny:
https://www.youtube.com/watch?v=1k4vl6dr6NA
Last edited by SGWaS (2017-10-16 20:07:55)
-SGWaS