Platforms:
When done well, platforms can be really awesome. I've included them in most of my w.i.p maps so far, and they would be really cool!
I say 'would be' because in my opinion they are *fucking impossible* to get right when designing levels. They're more of a secondary mechanic and it's hard to use them in interesting ways, and when you try to make them interesting, it becomes impossible to get all the cycles to feel right and such. And the other half of the time you just stand on them while you wait for something to happen. I still don't feel like I understand how to use them, but I'll keep slamming my head against the wall on that.

Wall boosters:
I strongly dislike core mechanics. Wall boosters take just long enough to give you the boost that the gameplay doesn't quite feel fluid. They don't stick to moving walls by defualt (why the fuck don't they stick to moving walls?), and I tried to use them in my first map before quickly realizing that I wasn't sure how to put together anything particularly interesting. I don't like core mechanics notice this pattern because it comes up later

Red bubbles: 
They just kind of go too far. Maybe I don't hate them, but I do strongly dislike them. Awful for open areas because you have to put a ton of spinners everywhere. Even worse with double dashes because the amount of spinners you need increases significantly.

Core mode:
AAAAAA I just want to go through the level quickly please let me wavedash and hyper and all that fun stuff aaaaaa what did I do to deserve this

Magma blocks:
THIS STUPID UNRELIABLE UNPREDICTABLE BUGGY PIECE OF SHIT I HATE IT I HATE IT AAAAAAAAAA WHY IS IT IN THE GAME PLEASE GET IT OUT OF THE GAME AAAA NO THERES A SPECIAL TECH FOR THIS???? AAAAAAA I HATE IT I HATE IT I HATE IT I HATE IT I HATE IT I HATE IT UUYTUJKYUIKFHYDRTGYSDYGFHDRYUYFTYYGJTFHRFTGYFTYTYGT please no why must it be like this
thank you for coming to my TED talk.

