Examples of bad scenarios:
- Levels that aren't supposed to have Golden Apples, etc to increase HP. Or levels that have them hidden for incentive.
- Levels that have a bonus challenge of collecting every Square. Enemies dropping them too messes up the counter.
- One can go back and forth between level splitters to maximize their item-collection.
- Levels that are heavy on item-searching.
What I think may help to solve this issue is to remove the in-game function that causes "playing the level, not testing it" to suddenly have enemies drop items and Squares. Instead, specified enemies could have properties which affect what they drop.
Hypothetical enemy-drop properties:
- Enemy will drop a total of <insert number> Squares. (type "0" for none to drop)
- Enemy will drop these items: <insert Item ID(s)> (leave this blank, the enemy will NEVER drop items)
- Enemy will drop these items/Squares only once. (check/uncheck it)
- Enemy will drop these items/Squares only if the following conditions are met: <insert variables>
Some of these may already be doable with triggers, but triggers cannot change the fact that some levels will be broken without moderation of automatic item drops. (Not saying that this will break levels THAT badly, but the issue doesn't feel very much wanted.)