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I think what's happening here is that the explosions are balanced around enemies getting hit repeatedly by multiple explosion objects, but players get mercy invincibility after being hit the first time so they only take a fraction of the intended damage.

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You're right; I double-checked, and the regular bomb's explosion also only deals a minuscule amount of damage to opposing players, though this is masked by the bomb itself dealing a reasonable amount of damage on contact, pre-explosion. Even if this oversight got fixed, though, I still think that having the Nitro Bomb deal recoil damage is going overboard. You didn't add any similarly-massive drawbacks for other objectively-improved versions of powerups like the long whip or the axe/boomerang sword; at most, you just gave them a cooldown period and made them rarer. You should do the same for the Nitro Bomb, maybe even limit it to being a pricey shop-exclusive item like you did with the gold leaf, but no recoil damage; that's going too far.


Anyway, I stumbled across another one: if you're one whip's length away from your opponent, you can still hit each other with a down-angled whip attack, even if you're directly in front of each other instead of below at an angle:

Weirdly, it doesn't happen if you're too close to each other; you have to be at the edge of the whip's range for the discrepancy to occur.


EDIT: I almost didn't realize your intent with the jumpthrough arrangements for Prison Maze because the Skybase tileset's jumpthroughs are just flat clouds at the top rather than being full squares that can fill out the intended wall/prison bar shapes. You did a good job at making sure all the other available themes had square jumpthroughs, though.

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Finally got this one on video! If you do a running jump into the bottom corner of a ground tile at just the right spot, you'll get stuck there until you move backwards out of it:

Keep in mind it happens with ALL solid ground tiles, not just bricks. Looking back at the footage, I think it might be related to the "get pushed back after landing" bug I mentioned earlier since the afterimages stick around until after I escape the wall.

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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.