Starting at the beginning, this guy up here is completely ineffectual, you should move him somewhere else, as it is, he just drops into the pit and poses no threat, I do like how you have just enough time to kill that bot and get off the platforms before they go though.
He's mostly useless, but not entirely. Most players will try and get their bearings, and will likely wait, or if they're impatient jump and get hit to their doom.
This platform kinda sucks, these spikes are also harmless unless you put something here to trick the player into jumping on them.
Actually, the spikes are a prevention method to keep players from jumping down and meeting their doom in the clusterfuck. Could've just made the whole thing solid, but it looked kinda bland.
This room is just a clusterfuck of instant death and stun-locking, it sucks hard and you should redo it, I am also aware that you can use the kick to get over, which brings me to the next pic.
It only appears overwhelming at first. Granted, it's not the best design, but I felt like keeping the player on their toes. I've been too nice of a designer laterly!
When the player lands on this platform using the kick attack, they get attacked by several enemies at once, this will most likely lead to cheap deaths as they careen over the edge trying to defend themselves until they learn to swap back to M.Buster quickly to dispatch them, easily fixed by redoing the layout of the previous bit.
Potentially, yes. That Metool is far more dangerous alive than dead, though!
This guy up here, his placement is kinda bad, there's also a 50/50 chance of him offscreening himself if he goes the other direction, making him pretty much harmless.
I tried tweaking that a bit, but in the end I wanted to go with another enemy altogether and forgot about it.
This one here (whatever it is), is in a bad position, its quite easy to blow it to hell before it can even launch an attack, you need to put it somewhere where it's harder to hit.
That turret is generally kinda easy to kill no matter where it's positioned. Anyone with quick enough fingers can mash it to death before it hits you.
At first I thought this was too hard, and then I realized I have the wide-range buster-charge making these trivial to get to, you should make players work for these kinds of pickups by putting them somewhere that requires skill or risk to reach.
Super easy with charge, and if a player tries to charge a shot. Some will, some won't. You will take damage by dropping down, otherwise. I've noticed that lives are completely useless, as well! E-tanks are...not really needed?
Last picture, the placement here is bad because it's too easy to knock a player into instant death here, giving the player more room to dodge might make this more fair, it's also painful to die right here inches from the checkpoint.
That's the main reason I went with a delayed platform, and not one that will quickly kill the player. Best setup? No, clearly. But I tried to be as fair as possible.
I also thought the boss arena was pretty bland compared to the rest of your level, the boss was also tough to beat with only the M.Buster
I tried changing it up, but Plantman's AI breaks horribly with any kinds of obstacles. A new boss entirely would be needed. And yeah, regular shots are terrible. Charged shots are much better, but still not the fastest.
Thanks for the review. The first level is always the hardest one to do. Should get better from here.