Yo Snake, GlitchCat was talking about your article on stream tonight! He's pretty happy that it got written up (and of course, happy to be in it), but he was also enjoying the fact that kaizo is apparently big enough now that Polygon will run an article about it on their front page without needing to explain what kaizo is. Nice job bringing our weird scene to a wider crowd!
So I started my play session today with Nightmare Cafe III, because those hacks are perfect little palette cleansers. It was still good, though there was one room in particular that was really hard which took about 10-15 minutes. Given that the whole hack took a bit over an hour, that's saying something. It was easily the toughest room in all three of these that I've played so far. I'm gonna spoil it, not because the solution is cryptic (it's very obvious), but just in case anyone hasn't played it yet and wants to be surprised when they get there. On the bottom of the screen, you have a spike floor, a disco shell, and a door floating two tiles above the spikes on the right side. On the upper half of the screen you have some platforms, and above the door they're semi-solid with a key sitting on top. You've got to ride the disco shell over to the right, jump up through the platform, grab the key, go back to the left. Then you fall back down, ride the disco back over to the right while holding the key, and then drop the key at the right spot before the door so you can stand on it and exit. There are spikes above you so you can't do big jumps while riding the shell, you have to do it the hard way. Letting go of the key without falling off the disco shell is just so tough. I was frankly surprised when I managed to pull it off. There hasn't really been anything quite like it in any of the Nightmare Cafes up to this point, and it felt pretty out of place to me. But all things considered, it's one room out of 60-something in overall a very fun experience. And we all know that sometimes inconsistency is just a thing that happens in these hacks.
After that I spun up Super World, and I think this is the right hack for me at the moment. At five exits in, it's challenging but still very doable, with plenty of fun setups and clever design. Difficulty is probably somewhere around the level of Hark 2, give or take. Sections are fairly short, and generally end right around the time when you start saying "there's gonna be a checkpoint/goal tape here, right?" I even found a way to cheese a tricky jump at one point! Definitely helping to restore the confidence a bit. Looking forward to playing more!