It made it sound like people complaining that the levels are bad were childish and entitled. I didnt ask for these levels, and they look bad, and I'm gonna state that. There isnt anything childish or entitled about that.
In my post I'm very clearly speaking about the people who asked for those levels and threatened not to buy the game without them, and who now trash the game complaining they aren't good enough without even trying to understand
WHY.
That is entitlement. Being a consumer isn't necessarily about demanding and whining non stop without ever trying to know if what you ask for is even
possible. Creators should be understood and supported when they have the best intentions.
Since you didn't ask for those levels, and see why they couldn't be up to what people dreamed about anyway, I'm obviously not targeting you.
Fixed2BeBroken also has a point: even though the levels don't look good, maybe they're not that bad when you actually play them. Myself, I think they look completely uninteresting and break the "animated cartoon" illusion the boss fights managed to create, but it's not impossible.
My problem with this comparison is that this is clearly a Contra/Metal Slug inspired game in regards to the gameplay. Those games had "normal level" sections where you shot up minions prior to boss fights and weren't just boss rushes/boss battles. So it's not like they introduced something completely foreign into the base gameplay/requests for normal sections are completely out of line.
This is correct, but like I said above, the art style they use makes making that sort of level way above their work force/budget/sale potential/publisher support/IP potential. Even Contra-like games in pixel art can't afford the animation level of Metal Slug nowadays because it became too expensive relatively to the price people are willing to accept - imagine that for a small independent group of developers with a MUCH more demanding art style, that even huge publishers couldn't handle to that level so far. All that for a new IP.
I'd also love a Contra-style game with that sort of style, but I know it's just not
possible, especially from that kind of developer.
Maybe they always intended to have platforming levels. If that's the case, it may have been a bad call from the start.
I kind of remember Teeth stating they always wanted to do that sort of levels. And I always thought it was a mistake.
We'll see, but I hope the game's image isn't damaged.