Hey, I'm not sure we're on the same page about how strong the Nitro Bomb's explosions are, because I double-checked and confirmed that they barely do any damage to your opponent, only really hurting yourself:

If you meant against the regular enemies, what makes those explosions so much stronger than the regular bomb powerup that they needed to be balanced with recoil damage? Seems more like you were trying to do a Decoy Effect rather than counterbalance an overpowered item. The only benefit I see is that the explosions are *larger,* but there aren't many levels where you can end up getting beset on all sides by enemies like this, so its potential uses over the other powerups are very small in practice. This honestly seems more like a "three-second cooldown" situation at most, but even if you still want to go down the route of permanently-limiting its uses, you should at least give them a separate ammo counter instead of taking away the player's HP.
Though as an aside, I thought I'd mention that the ammo limits were one of my least favorite parts of Gun Princess 2, and I was glad to see that DDG2 did away with them, so I still recommend the cooldown option of the two.
Oh, and I forgot to mention this one last time: dying to enemies in the Unfinished Swan room removes the player's shadow.

EDIT: Another glitch with the Hikkori Skull: phasing upward through a jump-through platform lets you phase again before you land, just like phasing into a wall does. EDIT AGAIN: Same goes for if you Hikkori-phase upward from a standstill; you get to do it twice before it gets disabled, even if you don't touch another platform in the meantime.
EDIT 2: Hey, was it intentional to let other players jump on you and hurt you while you're in the middle of Hikkori-phasing? Because when that happens, you're still invisible during the knock-back portion, and you don't become visible again until you regain control and your flashing i-frames start.

