MisterMountainMan: Hey, thanks for the feedback! I will agree that this is probably not my best work. I started out with the notion that I would be able to make 16 levels, but once I got partways through, I was worried I would start heavily repeating ideas. I think I fixed all the problems you pointed out tough, so it should be a bit better. My fear of using signs is a weird one. It started when Israel Blargh said, "I do feel, like the hint was not necessary, you should've let me figure that one out. . ." in this video: https://youtu.be/hMQo6hW1wPY?t=1376 Although now, I admit, that fear is stupid, and I should just tell people where to go, instead of having them suffer trough trial and error. Anyways, I hope the pack feels a bit more polished now, and thanks again for the feedback!
P.S. Was it clear where to throw the bombs in 2-3? Or should there be signs there was well.
The_Goosh: Honestly, I'm disappointed. You've made a lot of solid packs, and this one just doesn't meet those standards. Mainly, this pack feels rough. There's very little messages to the player about how to do certain areas. For example, in 2-3, the entrance to the Black Market is there for no reason whatsoever. Now, this is understandable. Frozlunky is weird like this. But you could've left a message saying that you're not supposed to go in there instead of wasting our time. And every level has this kind of design where it seems like we're supposed to go into the editor instead of trusting you. Plus, when I say rough, I mean rough. There are annoying sections in a lot of levels that just make you want to edit it out. 1-1, 1-2, and 2-2 in particular are so BS, I skipped them. These are all, in theory, easy fixes: use messages instead of roulette pins, or at least in addition to them. That's something that I honestly expected you to be aware of at this point, and it just feels so bad to call this pack bad because of that. I know you can do better than this. Sorry for being so emotional.