Would like to see a difficulty/gameplay balance hack for Kirby Super Star, where:
-Guarding is disabled
-When helpers are created, don't just give it full health for free; rather, make kirby give some of its health (say, 1/3 of Kirby's remaining health) to form the helper's starting health. (Helper can get the rest of its health from food and kissing kirby.)
-Kirby loses its ability after taking only one or a few hits and make Kirby unable to re-inhale the lost ability (to balance how strong abilities are by making it harder to hold on to them). Also if Kirby loses an ability in Milkyway Wishes, you cannot reselect the ability for the rest of the current level.
-Kirby's HP (and the helper's HP) are reduced to 60% of their original HP. Maybe HP of bosses and some enemies are increased too.
Basically, get rid of cheap stuff and increase difficulty through a couple of other basic ways. I feel like KSS would be a fantastic game, except that the low difficulty and cheap things break the gameplay for me. Or maybe it's so easy because of how much I played KSS when I was younger. Either way, just those changes would already make the game a lot more challenging and enjoyable to me.
Edit: Just a note - I've actually gotten started working on a difficulty and gameplay balance hack. As of this edit, I've implemented disabled guarding, and doubled damages of enemies and doubled HPs of bosses, as well as some balancing of abilities (where plasma, as well as other ranged attacks, are weaker than before relative to other abilities). I ran into some issues with debugging ASM (well, I'm new to ASM), but that's for another topic.