dw i compensated for that and A) added a ledge to land on and B) timed it so if you hug the wall down you still land on them.
Also THIS IS WHAT I HAD (sans another 4 screens after it) AKA THIS IS WHAT I SCRAPPED. because as you can clearly see, this stuff makes no sense to a player playing it for the first time lmao. Also this is not world 3 bonus level difficulty
I want to do more with enemies dropping from the holes above, phasing through walls, making enemies jump over moles (though yellow koopas are very annoying to work with), the wonky way sprites and mario act when riding them (they're substantially slower when walking against them, and faster when walking with them), and the monty moles passing off Mario from one to another.
I'm gonna mock up a dummy idea for a sublevel I had. if it works, one sec.
not exactly this, but you get the idea
for the sake of keeping this thread updated, i made the level an autoscroller to make enemy spawn points more consistent
I want to do more with random sprites falling out of ceiling holes, because ceiling holes are pretty funny. there's also a way to get a green shelled koopa to fall between your moles and split them (the back two turn around), so it'll eventually do that. I want to find places to use the wall-jumping, i have a few ideas but nothing that uses it to its full potential yet. Also sprites on platforms i have ideas for but again, nothing fully developed yet
Like I said in the description, it might be a little too hard for world 3, specifically without savestates. But since I give the player infinite tries idk if it really matters (it took me about half an hour to get THE PERFECT RUN, but i had a lot of close attempts).
i'll work on it. the second half is going to focus a lot more on wonkier stuff, and utilize the sprites on platforms and walljumping