Got inspired by MM10's Wily Stage 1?
About the your "Gimmick Level".
It's fantastic! Not only it has replay value, but it has even nostalgic value!
Edit:
However, I don't like transition from "Collapsing Room" to "No Gravity" room, because you put transition at the end of "No Gravity" room, so it becoming pointless.
Actually I think that's supposed to look like a map trick. If my brain is working correctly as Starsims wants this to work, I think that room is actually supposed to fall down to the bottom of the 'no gravity' room. That is why it looks like its transitions to the end of the room, because that room hasn't fallen down yet.
This is what I mean:
Also, is it just me, or is there way too much purple in the background? I would think most of those stage obstacles would have their own color scheme. :-/
Just some notes about the engine:Also, I think I know why there's going to be a 'jerky', or 'unsmooth' movement in the engine. It's because theoretically it is impossible to move lower than 1 pixel per time frame in any programming software, even though there is such a thing as sub-pixel Movement. I did a self test in my engine, changed the x velocity to 1, and it was actually moving pretty smoothly. Even though that's not the accurate speed of MegaMan at the actual 1x size. Changing the x velocity back to 0.9 still works, just that it's going to feel a bit jerky due to the sub-pixel movement.
Since I was originally working on an NES style game where he moves slightly faster than 1 pixel, we didn't have this kind of issue. But now since we're basing the engine on the GB game physics, he needs to be slower.
In theory, could resize the entire game engine to work with x2 size sprites from the start to maybe help fix any issue with movement, except that the file size may differ because of the amount of graphics used.
Just putting it out there. :-/