I thought they may have been borrowed from some fan game, and I thought about that CV2 remake right off the bat, but even I could tell they were different. I remember thinking like everyone else his forest stages were awesome looking, with excellent use of black. In your case, I was thinking excellent use of blue. Yours seemed more colorful. I was almost trying to find faults in the coloring, trying to think things like, "This must be in a game maker because he has too many colors," but I realized (from the torches and zombies falling from the air) that you were using ReVamp and I knew the palettes were all legit. That's what really got me. I was like, "This game is true to form and looks so gorgeous!"
Remember some things with ReVamp:
You have about 4 pages of torch placements to work with (the scrollbar under the various item drops). Enemies are much more limited. There are 99 or so enemy slots. Each slot has a predefined field of placement. These are shared across all maps (I think). This is the hardest part.
Bone Pillars have their direction predefined and it's very easy to work with. The ReVamp help file says he doesn't know how it works, but it's not rocket science. Every odd-numbered TSA column makes the Bone Pillar face one direction (right on the bottom I think) and every even-numbered TSA column makes the Bone Pillar face the other direction (so right on the bottom, if I was right the first time). So a Bone Pillar with its x-origin between 0 and 31 will face the same way as a Bone Pillar with x-origin between 64 and 95. Likewise, a Bone Pillar with x-origin between 32 and 63 will face the opposite direction as the former two, but the same direction as one with x-origin between 96 and 127.
One of the Medusa Head controllers makes them fly from behind or the left, the other makes them fly from whatever direction Trevor is facing.
All controllers are active when their center point (their origin) is in view. Three controllers in view should create three enemies at a time (never more than 3 of the same type, though).
Messing with active sprites can be fun. Setting the wrong sprites for the Bone Pillars can make, for example, Zombie Pillars. Test them out.
Although the Cathedral, for example, is in the same TSA sheet as the ruined town, and even though the ruined town has two distinct sets in the same TSA sheet, only the same sets should be shown on either side of a door. The area at the beginning and the one room with the two skeletons share the same TSA as the room above the cathedral, but the cathedral uses different TSAs, hence it's connected by stairs. And then the hall after the bone-tossing skeletons with the Medusa Heads uses a different TSA set (but still in the same sheet), so it's connected by stairs too.
But I'm with Esco. Eventually you should learn to make a game in C++, Game Maker or Media Fusion or whatever it's called. Then you can put your creativity to better use. Make boss fights even more epic. Make the Skull Knight a sub-boss instead of a stage boss, for example.