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Oh! I just thought of another potential solution with the Nitro Bomb: even if you don't change anything about how it works (which I still think you really should), you could just have the boss rooms overwrite the powerup like you do with the Balloon Cake. That way, even if players switch back and run out of ammo, they still have the given powerup to fall back on.

That's actually an amazing idea, I can't believe it didn't occur to me to have a special case like that.

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Stumbled across a few more regarding Chibie. First, her wings don't get shadowed/inked in the Unfinished Swan room. Second, her wing animation freezes if you cat-grab onto a wall while floating (so if they're in the middle of closing when you grab the wall, they'll stay in that partially-open state until you detach). Third, even when gore is disabled, the healing effect when she kills an enemy is still blood-red (though I'm not sure how much you'd count that one). I'd upload some more screen captures to show these, but itch is breaking my images again.

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This has been bothering me for a while, but I think I finally know how to voice my concerns: the frame of the spinning spike log that hurts you doesn't look like it should hurt you. This is because it has the bottom of the spike outline bending downward (by a lot!), making it seem as if the spike is pointing towards the camera and the player would land behind it, but that's not the case. I think you were going for one of those slightly-downward-tilted-camera perspectives like what NES Ninja Gaiden does, but the problem is that the entire rest of the game is strictly straight-side-view like the Super Mario games, and this perspective conflict makes that hazard unintuitive. Please redraw the log's harmful frame so that the spike graphic isn't cutting into the log graphic, or at least so it only has the spike's outline overlapping the top pixels of the log. Maybe also make it so the harmful frame has a brighter spike for added clarity.

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Noticed this one several days ago but only just now got around to capturing footage: chasing enemies (such as the Human Rockets) will continue gaining momentum while the player is switching/losing powers, allowing them to make much sharper turns than they otherwise could:

EDIT: On the subject of issues I noticed days ago but never got around to mentioning: holding a mega buster charge and entering a door will result in the "eeeeee" charge sound playing continuously, even if you exit to the world map or even the title screen. Even if you then set "SFX Volume" to 0%, the "eeeee" keeps playing. The only way to stop it at that point is to do something that mutes all audio, like die or close the game.

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You added the option to turn gore off for those who are squeamish, right? If so, it just occurred to me that you might also wanna add alternatives for stuff like the meat factory and flesh tilesets/backgrounds as well, along with alternatives for the decorations in the fake Reinforcements boss room.

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It was more like the opposite (the game started out goreless and I added the option to turn it on for people that think pulping enemies is awesome), but you have a point.

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An addendum on the "add obstacles instead" option not being indicated enough: when you go to change the in-game description to mention that it can be either extra platforms OR extra obstacles, please replace "no help" with something less specific like "no change" to make it extra clear that the option isn't just for more help.

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Stumbled across a new one just now: if you rocket-boost into a concave ceiling corner in just the right way, you can get stuck forever.

EDIT: Oh, and for completeness' sake, I figured I'd also mention this other, less severe glitch I encountered while trying to recreate the previous one: rocket-boosting into a convex ceiling corner can cause the rocket to hang, but this one is much easier to escape from.