ano0maly wrote:How about having a switch that activates the instant kill? That would still allow you to practice the stage freely.
Is practicing the stage a thing players really do? I mean, there aren't any places that stand out as needing that, as the whole thing is pretty uniform in difficulty (save maybe that jump after the midpoint.) It's doable, sure, but I'm not convinced it's necessary. You'd also need to make sure the enemies reset when you hit the switch. Otherwise you could break it or make it unwinnable.
Edit:@Parama
First, I'll admit that my "stupid," comment was uncalled for and I apologize for it. I don't necessarily think your comment was much better but that doesn't excuse my words.
Onto actually rebuking your argument.
Trial and error is a thing when you need to, you know, try different things without necessarily knowing how they'll turn out. There aren't any parts of this level where you don't know what you need to do, though. The problem isn't figuring it out, it's pulling it off. The only place where I think an argument can be made for the next step not being obvious is the key part, and there are several ways to do it that aren't really difficult. So I'm not convinced that insta-death penalties would increase trial and error because there isn't any to begin with. The obstacles don't really come at you in such a way where you can't react in time, either. I thought the Love Frogs might do that, but even those are fine.
Again, there aren't any places where practice at that one jump is inherently necessary or even that useful. You either get the jump or you don't. Considering the level is, overall, pretty short, I'd also be hard-pressed to call replaying parts of it "fake difficulty." Would you call any game that makes you play for 30 seconds without a checkpoint "fake difficulty?" I agree that making a player play too long becomes the wrong kind of difficult, but I hardly think this level reaches that.
As for the World Map thing, why couldn't one level lead both ways? Or the intro could lead to split paths. Heck, how quickly you kill yourself for Serac could lead to different paths. Having the secret exit absolutely harms things because it keeps a player (who's already done a hell of a lot by this point,) from reaching
half of the postgame content because of one exit. Again, if it weren't a very naturally difficult secret exit to begin with I would not argue against it, but it remains very hard. There's nothing from a technological standpoint keeping these other options from happening and the game even sets precedents for them. Yes, a linear path through the whole thing would be boring, but there are other options.