>>718448143
You're still having to go back and re-collect the same notes, which was always the main issue. It's still gonna be a pain in the ass. But then, if you make it such a non-inconvenience then why bother with it as a punishment at all? Seems convoluted.
I think it should be more like a deduction of a percentage of your overall note score for dying, like Bananza does with its gold system. Notes respawn the way they do in the original B-K, and you'll have to collect more notes, yes, but you don't have to re-collect the SAME notes. You can fuck off to different world if you want. Notes can still be colored different to show that they've been collected once already, for 100% completion purposes.
One thing I actually quite liked in Nuts & Bolts was the rewards for completing challenges included notes. Maybe add that to the reward for completing certain quests, or challenges, which gives the player another way to recoup losses from dying.
But really, I'd like to see notes stay as collectables, which can be exchanged for a separate currency that's used to unlock things. Maybe a pool of magical music power, like the way the notes are presented in B-K. (Their musical magic unlocks the note doors.) Have the penalty deduct from this magic power instead of the actual note total. Have someone like Tooty exchange the notes for more magic power, which unlocks sealed doors and other things. You can still have the challenge reward system like above, but instead the quest giver gives you a cleft note, which can be turned in to Tooty to help recoup losses from dying. Maybe have repeatable mini games that offer cleft notes for performing well, in addition to just letting the player return to previous worlds and collect regular notes manually.
Finally, the extra life system can still work similarly to the way you've outlined, with lives acting as a sort of credit buffer for the death penalty, but without the needless repetition or re-collecting the same notes you lost.