the slower movements took me a few minutes to get used to. i rather enjoyed the faster pace of the game but the new movements do indeed make it much easier to control our main character. i find that i am now making less mistakes because i no longer have to lift my thumb early to avoid making them. however, the slower speed has the game much easier. i hope that later levels take this into account and speed up the speed of the acid-drops and guardian movements.
the pulsating exit graphic that appears over the door is still bugging me, because it isn't perfectly centered. =P
pressing R skips to the next level but pressing L does not go back to the previous level. was this something you left in by mistake for testing purposes?
i'm having issues with start (pause), Y, and X, on this build. sometimes pressing the button does nothing. i can hit start constantly and get pauses often, while other times they come every 8 or so button presses. I'm also having issues when I press A to throw water. sometimes I press and nothing happens, other times it works on the 1st button press.
the slow speed made me notice that the water looks like a SFII Hadouken. that got me wondering, could the speed adjustments you made be affecting how the buttons respond? i remember you saying something to the effect that the timing played a key role in how everything worked. i couldn't test level 21 or 33 because i am unable to press the conveyor belt switch in succession.
press X to return to the main menu, press Y to turn off music, press A to start a level, then press X again and the music starts playing. Press A to start a level and the music is playing even though it is still toggled "off" in the main menu.
on level 24 you can position a box between the two conveyor belts and on top of the ladder. if you climb up from the bottom you can climb through the box. while this doesn't make sense, it did allow me to beat the level. when exiting level 24 you can not drop down to the door, like you can on previous builds. this is only slowing down my best time by making me to position that final block, it feels like a level mechanic forced upon the user, as it is possible to drop onto all exits without spikes under them. there is also an invisible ladder here, where you can climb up next to a ladder and through a block. it is the ladder to the right of the switch. walk 1 block to its right and press up.
as more levels are added it makes sense to add the ability to scroll the level selection in either direction. so if you hit 1 and press left that it takes you to 35 or if you hit 35 and press right it takes you to 1. when this gets up to 100 levels it will take a long time to find a level in the middle if we are locked into scrolling between 1 and the max level. another solution would be to add some type of popup that would allow us to jump. where 1 is 1-19, 2 is 20-29, etc.
-another world