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-2 of the floors started with enemies literally shooting at you as soon as the elevator doors open. This happens on the 2nd and 4th floors. The 4th floor isn't too hard to counter, but on the 2nd floor, if you don't have a gun when transitioning floors, good luck killing the shotgun guy. Hotline Miami is supposed to be about skill and dying due to your own mistakes, not running blindling at a shotgun guy hoping *this time* his reflexes are slow.
-Some of the idle-enemies (pipe guy, smoking guy) were spawned stuck in the wall, rendering them useless.
-Enemies were a bit to spread out (in my opinion)
Other than these things, great level!
- First Floor: The overall scenario of the opening floor is bland, namely the section with the shark tank. A rug or a carpet could remedy that. It seems odd to me that there is a drill under the table. Fair and balanced, easily beatable.
- Second Floor: The windows on this floor defeat the purpose of the vault door. The amount of content and background objects is definitely sufficient. Weapon and enemy placement is also good.
- Third Floor: The statue near the bottom section of the center room is clipping into the window and looks janky. The purple floor room's table is very close to the entering doorway and might look and allow better movement if it's moved to the middle.
- Fourth Floor: No complaints, the look of the rooms are all fine. I can see why getting out of the elevator is a problem though, so the silenced pistol next to the exit helps.
It's losing edges.
But although the level design was nice, sprites were good, enemy placemant was middle.
Although I liked that level.
Just a nice 4 floors level with custom sprites and much open space.
Nice job, no sarcasm.