Alright so I had really wanted to wait until after I fought the first boss before posting any feedback, it's like 4 in the morning where I am and my eyes are burning which is making it a bit harder to concentrate than normal. Since I'm afraid I'll lose my initial reaction thoughts if I sleep now I'll try to post it all now:
- First off, there seems to be a bug with the first song that plays up through the 100 yard football dash. 2 out of 3 times when I died and pressed r (or just pressed r I believe), the music would just turn off for the next attempt and I'd only be able to hear the sound effects. I've made it to the sky maze or whatever it's called (like two screens after this), and it doesn't have this trouble with the music so it might just be with that particular song or area. Note I didn't have this problem on the first screen.
- On the main football screen, please please PLEASE make it so touching the top of the screen doesn't kill you. Just put a ceiling there or something, because I remember about 3 times getting killed by it when I was like 30 yards away from the finish and it got annoying.
- This is more of a question, but was it intentional to have a stream of footbullets (the small ones that kill) fly up in the last 10 yards/when riding a football heading to the right? I'm just curious what determines their firing rate since before that point only two are fired at a time usually (one from each spot).
- Also, was it intentional to have a pink player run right out of where the finish platform is on to the field? It strikes me as a bit cruel since after making it through that gauntlet the player can be killed if they just so happened to finish right when he spawns. 'Course, IWBTG was built with some cruelty in mind but with all the other things flying around the player can't also juggle the thought "Oh, and I have to make sure not to finish at exactly 25 seconds (or whatever the spawn time is) because then I'll get gimped". Heck, I know I was too busy focusing on the footballs and bullets to even give the ballplayers a second thought, since most of the time they stayed out of the way (which I'm assuming was meant to happen when the gamer took the right path/timing, because it was really smooth how there would be a football right where needed to avoid a player or get around one without noticing.)
- Overall though, even though it took me a bit to cross it (I actually almost pulled it off on try three but said pink player above crashed into me just before I could land on the platform), it was a really fun screen that reminded me of the Mecha Birdo fight. Which was like my favorite part of IWBTG.
- I just want to throw out there that on the first spike sky maze screen (I'm assuming it's the first because I don't have the time tonight to go any farther) that the spike that falls after you cross to the other side on the moving platform was just right in from the design standpoint of keeping with IWBTG's style. Because it's not just a trap, it's a small thing that should be easy to dodge but the player is too busy celebrating getting passed something tricky to be alert. Like the gravestones after the moving spike corridor in the Graveyard in IWBTG, both normally very easy to dodge but the first time a player might be too elated after making it past the jump from hell to pay attention to the slowly tipping over background. But on that note, check out the hitbox on it because it seems to be bigger horizontally near the tip than the spike itself. Maybe it's not, but I remember getting kill by it when I was certain I was just barely out of range of the actual sprite. EDIT: Ok I tried it a few more times, purposefully to see whether or not the hitbox was working right and it seem to be. So nevermind.
... Ok I'm sorry for rambling, that also happens when its late I guess. I just wanted to try to give as much feedback as I could since I figure that's what you're after. I'll try to post more when I reach/beat the first boss. So far though it's fun. Or if this was way too long I'll try to keep it a bit more brief.