I don't understand what you mean with ''no test-levels''. If you mean that I didn't do any main levels that serve as training, I must say that at least the first two serve as introduction to what will come up throughout the game.NITM-T wrote: ↑April 7th, 2019, 11:50 am I see. So, no "test-levels". I did that on my mods, twice. Like that, we'd make some challenge to beat your mod without get them.
I got there within 15 minutes. I thought I'd making in time, but then, I realize that the time thing didn't show up each 5 minutes. "Now I make it" I said or something, heh.
Yes, indeed!
That explains why you didn't play it again until now!

I don't play them either, but I have seen them enough to know what to avoid in order to not make a rage-quitting-controller-throw game.NITM-T wrote: ↑April 7th, 2019, 11:50 am Yeah, that's right. This one was good enough!
Good to know you've more ideas! I don't play those Kaizo Mario, but I do something alike or probably, the same thing in my mods, heh.
That'd be cool, but I'm too lazy to make them. I've ideas for 2 more, but creativity to make 40 levels, ins't gonna happing that easy, hahaha.

I wonder if someday we could expand beyond 20 levels (27 if you count the training levels, demo and final stage). It would be a pretty long game if anyone dares to go beyond that limit.