*renamon pathway  (fly)
?Default quality = low
*Shorten the enemy "charge" sound
*Shorten / interrupt sex sounds
*Make ducking attack check for ceilings first
*Place the next area next to the axe.
*	Have it connect to the upper path in the room right of the fireball subWeapon.
*improve the seeker  (shoot forward, then seek)
*slime area
*where is slide-buster?
*Slow down the firing rate of Cerebus.
*improve Cerebus's platforming logic.
*Fix:  disableHit command should use a flag instead of size.  (tentacles)
* Relocate fly & tentacle area to new part of map
*Prevent jumping while sliding  (easier to slide under spikes)
*Remove jump sound from jump state, and move it to the parts that initiate jumps.
*Speed_booster shouldn't shorten the slide distance.
*The iron boots should shatter spikes as you touch them.

*Place a save point before the spike room.
*Charm ribbon makes stun last 4x longer





- improvements -
*replace puzzle room at a9.lvl
*replace room at a4
*place double-jump in forest room
*place 2x jump challenge near that item  (encountered while exploring the current area before moving on to the next area)
*place new area shortly after that item
*add alt return to area 1  (after 2x jump)

*place slide_buster
*place slide_buster challenge +reward near that item  (encountered while exploring the current area before moving on to the next area)
-place new area shortly after that item

*place fly
*place fly challenge +reward near that item  (encountered while exploring the current area before moving on to the next area)
*place new area shortly after that item

*place iron_boots
*place iron_boots challenge +reward near that item  (encountered while exploring the current area before moving on to the next area)
*place new area shortly after that item

*place scanner
*place scanner challenge +reward near that item  (encountered while exploring the current area before moving on to the next area)
*use cracked-block puzzle room
* place new bonus area shortly after that item



- incorporate pacing -
Pacing and variety are important.
New areas provide variety.
Boss battles traditionally provide pacing, via a unique, fast-paced challenge.
- If types of challenges and speed of challenges are relevent, then puzzle rooms can provide it, in contrast to enemy setups.
Unlike a traditional castlevania, this uses a medium-slow pacing pattern, instead of a medium-fast pacing pattern.
Are there perhaps any ways of providing fast-paced challenges?
- Maybe an extended mini-boss setup. More HP + travel.
	(Cerebus = Mario2 triclyde boss?)
Are there any "traveling" challenges I could add?
* Following enemies + barriers, with eventual encounters throughout.
	Wolves could jump down from above, land behind you, and chase you.
		(you could end up with a lot of wolves chasing you, and there will need to be various ways of dealing with them
		...but this can only happen if you're compelled forward somehow. (fireballs from behind?)
* cerebus fireballs = medusa heads (I really should slow down the firing rate though)
	(an extended challenge should not occur on a path you'll backtrack through, so provide a loop-back route, as well as an alternate route unlocked shortly after)
	(unlock = progress item)
Should I add a retreating enemy?  (might be a convenient mini-boss)



*Enable tutorial
