This is so true. I don't mind some hard parts mixed in, but if your level is balls-to-the-walls from start to finish then it's just going to stress me out and make me more likely to fuck up.
Also, I try to give power-ups whenever I think something challenging is coming. Although in my ghost house level, I did have to put a few enemies in an area so people could lose their power-up because one part requires you to be small to get through it. I try to be mindful of what people will have to do in order to be successful. This is why I'll stop and play through my level so many times during the design process. I got all the way to that part in my ghost house then realized, "Shit, you have to be small for this and I'm big and I have no way to fix that." I initially tried to make the passage bigger but then the jumps became too hard, so I decided to just put a few enemies in the part right before it so people get the hint. That kind of trial and error makes all the difference to me.
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