Let's face it, the Koopalings aren't exactly known for being tough to take down. You just jump on them once, wait for them to finish their shell-spinning routine, and then land on them again as they come out of it. Kinda easy once you get the hang of platforming.
Now, imagine we were to make a Koopaling battle where they're actually hard to beat. Not "Ninja Gaiden" hard, but enough that experienced platformers might have their work cut out for them. How would you design them?
Have a battle where you are constantly chasing the Koopaling down an endless hallway, and have to slowly catch up to them before you can lay down a stomping. After each stomp, however, you get knocked back to the opposite end of the screen and have to repeat the process. During the chase, the Koopaling will fling spells and other projectiles at you, and you'll occasionally have to jump over bottomless pits.
Also, in any static room battle, give them some short-term invulnerability after they come out of their shell, so you can't stomp them as they come out of their shell spin (trying will cause you to get hit).
Now, imagine we were to make a Koopaling battle where they're actually hard to beat. Not "Ninja Gaiden" hard, but enough that experienced platformers might have their work cut out for them. How would you design them?
Have a battle where you are constantly chasing the Koopaling down an endless hallway, and have to slowly catch up to them before you can lay down a stomping. After each stomp, however, you get knocked back to the opposite end of the screen and have to repeat the process. During the chase, the Koopaling will fling spells and other projectiles at you, and you'll occasionally have to jump over bottomless pits.
Also, in any static room battle, give them some short-term invulnerability after they come out of their shell, so you can't stomp them as they come out of their shell spin (trying will cause you to get hit).