This room is where the level starts to get difficult. Here, the player enters the screen already standing on a conveyor belt and moving towards a spike; it's likely that this will kill them the first time they play the level, but since they've just received another checkpoint it's more of a lesson in being prepared than a real setback. As a matter of fact, there's no stationary ground to be had from this point on. I wanted to give the level a sense of momentum, so I decided that after finding the first friend, every surface would be a conveyor belt; as such, the player is always in motion, whether they're following the belts or fighting against them.
Additionally, the room gets harder as it goes on. The top layer isn't actually so different from what the player has already seen, other than the surprise at the beginning. The middle layer requires more precise timing, and ends with a narrow drop; this leads directly into the faster up-and-down section of the bottom layer, which has much smaller margins of error than anything the player has encountered thus far. It also ends with the first of several spike-lined "chimneys" which the player has to freefall through.
Finally, there's an optional collectible in the loop between the top and middle layers. I added this in because I felt this room's jump in difficulty might become frustrating to someone playing it for the first time; giving them something relatively easy to go after and accomplish makes that difficulty a bit more palatable.
Room #4