I do consider myself a "decently skilled player", kek.
I'm also puzzled on hitting the boost block that's shot from a generator (really looks like something frame- and pixel-perfect) as well as the massive shell generator.
For the generated jankspring you just retry until you happen to get it right. Remember to not hold jump when bouncing off, cause that will get you killed because it eats your momentum. No skill involved here, just hitting the correct timing that might take a couple dozen tries.
For the shell generator, it's very easy since there's no real danger until after they're bouncing off the spring, where you have to time a jump. If you haven't taken damage since the last checkpoint, you can tank the spikes with a mushroom if your timing wasn't ideal. Because of how generous the new springs are with springjumps, you can also try foregoing the shelljump there and instead doing a midair springdrop. I haven't tried it myself, though.
After making it past this for the first time, the eerie permanently despawned. This is impossible now. How do I reset at the checkpoint?
E: After using assist mode to get back to where I died to retry there, I made it to the next section, where the same thing happened.
After a second assist mode blunder I made it, by power of random mushroom cheese?
Easy level if it weren't for all the janky trial and error.
Due to that though it's not very good. It's just frustrating because there's absolutely no indicator for any of the timings.
Most kaizo lite I've played (JUMP hacks) distance themselves from kaizo in their approachability. They are difficult, but the player can beat every setup blind if they approach it well enough, and obstacles are difficult due to the challenge in executing a large number of them in a row, allowing even less skilled players to make steady progress as they overcome each small obstacle, sometimes even with a powerup they managed to keep past the onslaught. This is the complete opposite: Trial and error spike corridor one-hit kaizo.
I'll also make a quick note about the code, since there's a lot of room for improvement here too:
1) it'd make far more sense if the custom spring would propel you higher when holding the button, and not as high when not holding it.
2) it'd be nice if after death the state was properly reset and offscreen shenanigans from last life can't toss me into spikes unexpectedly.
3) i'm surprised the assist menu doesn't make use of the pause state. not a big problem in this level since you're technically never in danger while standing, but it causes janky side effects like being able to minimally control the player (direction, 1-pixel jitter)
4) also, dying with the assist menu open causes an infinite loop of death, since the stored location is harmful
5) that respawn thing in the screenshots above makes the level borderline unplayable by itself, since i couldn't find a way to properly reset the level. i don't know what witchcraft is going on behind the scenes, but if it was unaltered smbx, this issue wouldn't come up
About `After making it past this for the first time, the eerie permanently despawned. This is impossible now. How do I reset at the checkpoint?`:
That eerie is deleted, and every npc that can despawn is now an generator. (Such as springboards)
So, i finally logged into my account, so i can answer you.
1) yes, but i've tried to do it. it doesn't works apparently, and you shouldn't propel low when you don't hold jump button, i really don't know what's up with that.
2) fixed, i guess.
3) done.
4) fixed, i guess.
5) fixed.
About `Due to that though it's not very good. It's just frustrating because there's absolutely no indicator for any of the timings.`:
I've added Look Out library to my level, i hope it's good enough.
Also i optimized level by changing code a bit. Hope it lags less now.
1) is because if you do a bounce response you're giving the player jump force (0x11C) (regular jumps and springboards do this). by setting speedY for a single frame to something depending on whether the jump key is held in that frame, you can avoid this. (instead of relying on a bounce response)
1) is because if you do a bounce response you're giving the player jump force (0x11C) (regular jumps and springboards do this). by setting speedY for a single frame to something depending on whether the jump key is held in that frame, you can avoid this. (instead of relying on a bounce response)
i'm too much of a coward to beat this setup any other way. this was attempt 3 and what i think is the intended jump looks impossible. i quit after dying in the next section on this run. https://i.imgur.com/qKeg4TI.mp4
That was a neat level, I liked the different implications of the snowball gimmick, it reminds me of a level I played in Mario Maker 2 which was focused on the snow balls. However the level seems to lag for me especially during the first section where the particles are active, maybe you would want to fix that just in case however, that was a decent and enjoyable level.