Regarding the fullscreen thing, I apologize. I'll look into it and apply a fix asap. Thanks for letting me know! 🙏
For level 24, I was hesitant to include a checkpoint at first. Because, as you mentioned, it does render the enemy irrelevant.
I considered making the checkpoint save the enemy's position when you activate it, thus not breaking the original design. But I thought that could prove frustrating if a player reaches it somewhat late and then gets stuck with an overly punishing enemy placement. Causing more unintended pressure for the second section.
Ultimately, I decided to reset the enemy for extra breathing room just in case. It's better than the alternative.
I think even if it breaks the level's original intent, it's okay. Since it would help alleviate some potential frustration for players. So It's alright 😄
Your suggestion for a "challenge mode" is something I might attempt at some point.
Although, I feel to justify an entire different mode, there would need to be a substantial change in difficulty overall across the whole game.
For now, the fire section and only 2 checkpoints don't change the overall difficulty that much. And so, are not enough to make the mode worth it imo.
I'm not opposed to the idea though!
I would just need a TON more feedback from even more players to decide. It would depend on how many more sections players find to be "troublesome". If there are enough, then I'd revert the changes and segment them into a separate challenge mode.