Very great suggestions and debates happenin all up in here. So I'm gonna throw in my 2 moolah on some stuff I'd like to see: (some have been mentioned already, but another set of eyes and reiterating these suggestions should show emphasis on what needs to change.)
- fizzle deaths (made the atmoshphere seem harsh and unforgiving) rag dolls sped up look like Garry's mod n tasty.
- height deaths (it only makes sense as there isn't too much mention of gravity being a big issue on their world. Plus, falling being a hazard would always make me think twice about taking big leaps. Always good to test limits.)
- remove the chant graphic from NnT and keep the orbs.
- for the love of Satan no HP bars. Just make quick save easier for the newer players but teach them the game is meant to be unforgiving. Meat boy didn't have a Hp bar and it was based on trial on error and it was a success. It's fun to fuck up

... Just not so much when meat grinders are too fast :/
- original scrab and paramite sounds.
- while I like the idea of the temple ruins coming through a bird portal looking boom tube, it just didn't feel the same. seeing as it is a form of teleportation, maybe the birds open a rip in reality briefly, like a tare the slaves can jump through. I can't imagine how many MUDs got knocked out upon arrival by loose stones that would have flown into the back of their skulls :/ lol
- game needs to slow down. Slogs look utterly retarded at full speed and their bark sounds played over the top of one another and it just felt empty and rushed. They were menacing in the first 2 games and made you think about the paths you need to run. NnT I just jumped over them and exploited clipping so often.
- fixed screen side scrolling. Ok now I have a feeling I'm gonna be bashed on this one but personally, I'd love to have single screen gameplay again. No camera transitioning except for the wipe they used before (unless it is the appropriate places eg. Mosaic lines moving to the background when you go through the door.), just a single screen, in a bigger scale, so we can take in the environment. Much like the renders in the original, it was like looking at an artwork and every screen had something new and unique. However in AEHD, make the screens more atmoshpheric. For example, after escaping necum, while in the thick jungle and brush, have plants stick out over certain areas where Abe moves. As he moves passed these plants, have them collide with his legs and sway or even puddles leaving slight foot prints in the moss. Stuff like that. Essentially, the environments should pop out and be alive instead of just still, BUT keeping the camera locked on one screen so the player can see it all. This could also fix the problem with narcoleptic sligs from NnT where they would patrol and then sleep. The old games was based off hearing things in the distance and a sense of dread that something lays beyond the screen that you are unaware of so the player must be prepared. Also, keep shrykull stationary. He felt way more powerful when he just morphed into reality and everything just got messed up. I didn't like his little ballet feet as he danced into a direction of some bombs :/
- shadow system. Great points have been raised but I think the best option is variety in hiding places. Boxes, walls, steam, shadows. Maybe even grates to hide under. And if we can get into insane details, make Abe's eyes follow the nearest threat while hiding lol.
I'm at work ATM so I'll suggest more when I can but I'm glad most of you guys are putting up great suggestions and we are (for the most part) sharing the same interest in the issues that we have come across.
Ty for reading my mess too.