In terms of game design, my usual go-to questions for frustrating gameplay are
* in the first flower level, I ran over a leveldown pickup which reset my bomb range to 1, there were some flower/hedge combos that REQUIRED at least 2 range to hit, the rest of the level never dropped a range bonus, making the level impossible without dying
* the player being a small circle hitbox feels weird for this game. I might be misremembering, but I think in the original bomberman, the player hitbox is the size of a square, and always in exactly one square at a time - the game may display an animation for moving from one square to another, but mechanically the player teleports. With the circle hitbox, if you're between two squares you're hit by bombs crossing both, which adds "oh, really? That still hit? BS!" moments.
(Generally, rule in advantage of the player - enemies should be hit if grazed by bombs, the player should be allowed more near-misses)
* On flower levels, depending on the order you destroy some hedges, you might find yourself in a unwinnable situation. Add in the variance in explosion range like you mentioned, then yeah, the flower stage becomes too punishing. To be honest, this is something that I noticed while playtesting, but at the time I just couldn't find an elegant design alternative. Given my inexperience, it was either removing the mechanic of flowers entirely or simply leaving it as is. Lesson learned.
* The hitbox was another thing I struggled with. I even mentioned this in a blog post, but you're right on the money. In the OG bomberman his sprite is a perfect 32x32 as is his collision box. This makes it very intuitive to "feel" for positioning. I could have gone with this solution and make a chibi sprite of Pixie, but since I wanted to make ero animation, I tought that going chibi I wouldn't be able to draw much detail into them. At one point, I even considered making a button change Pixie mid-game from her current sprite to the chibi one. Ultimatelly I scraped that and just tried to make her hitbox as small as possible to mitigate for it's non-intuitivity and inform the players via the instructions image. So I think the fault here wasan't even her current sprite herself, but my lack of foresight when I was in the initial stages of design.
it I FEEL you built each room individually, and built challenge for that room alone without bringing into consideration what the final product would look like when they were all finally put together. It's important to step back and see what is taking shape before you, before it grows into something terrible.
Damn, bullseye. Now I did try to make every stage beatable by itself, as in, if you start any X-1, there will be enough upgrades for you to beat it up to the boss. But like you correctly assumed, I did build each room individually. What totally blindsided me was the fact that I was playing my own game for ~10 months, so I was expert at it and designed the rooms in that wrong context.
@Jason Bill
Thanks for the feedback! I'll definitelly tone down stage 4 as a whole, and specially 4-3. I'm almost done with the easy mode update today so those nerfs are going to be in it.
@Tildryn
The zombies will receive the nerf hammer, rest assured!
@jumjummju
Whoa that was fast! Heh, the save files are basically a simple xor encryption, which I did mostly to try it out more than anything. Good job cracking it up anyway! The "megabulgecode" is an unlock-all code. That is, if you use it on a fresh game, it will unlock everything including codes, stage select, gallery, etc. The other codes are all correct.
That said, there are still the secrets to be solved.
Please expect v1.1 today, thanks everyone!