Thanks for the interest guys!
I'm trying my best to make the level as fair as possible despite it being labelled "Very Hard", by not relying on tons of unpredictable enemies, lots of unforgiving pixel-perfect jumps in a row, scarcity of save points and other similar stuff. It's proving to be quite the difficult task, though. Sometimes, displacing an obstacle by just one or two pixels is all it takes to turn something "Challenging" into "Absolutely infuriating"
canteven has already helped me a lot with this during the alpha testing phase (thanks!), but I'll probably hold a final round of testing right before releasing the finished level so I can get a second opinion and hopefully iron out any unexpected gameplay issues. Still, I cannot guarantee that you won't feel the urge to throw a couple nasty words at me during certain parts. Alas, it's a fate that all game designers should accept and embrace
@ego: I'm very curious about what you are working on right now! Then again, it might be the kind of top-secret stuff that may require sending assassins after me due to me knowing too much
@cman: At this point, the inclusion of an easier difficulty level is almost a given. It'll probably be a "Normal" mode with a few screens bordering on "Hard".