Originally posted by Golden Yoshi
I'll rework the level then. Thanks.
Originally posted by JDC
Personally, I would take out the mushroom/fuzzy damage boost sections and instead focus on making one continuous star-run, with increasingly tighter time limits as you progress through the level.
I like that idea, my only concern with making it one continuous long star-run is that there would be no need for enemies and thus the level might feel empty. Think that might be the case?
I don't think it'll be an issue. The main concern is keeping a continuous star run "fresh" and innovative throughout, but I reckon it should be possible. Try and find the right mix between the aerial platforming parts and the ground based parts (e.g. where the chuck clears a path to proceed - I like that idea)
I've thought of a few random ideas that could be included:
-tossing a blue throw block across towards a vine to climb upwards
-other enemy interactions such as spin jumping off invulnerable enemies.
-some on/off block mechanics