So if I'm understanding what you posted right, I'd essentially need to get the right gear item on the first level, play through it from that point without getting hit, get the "Warrior Spirit" item at the end, and then I can play through the special level set on a start total of 3 lives (gaining an extra life at the end of every level, plus hidden ones if I find any)? That's probably how I'd approach playing this, if I'm getting everything correct. It seems like a decent enough compromise right now (even though I'd like the option to just ignore the infinite lives stuff entirely, but I understand you don't want to do that), but hopefully it doesn't end up making you guys spread your ideas for level designs twice as thin (and ideally I'd like all the coolest stuff to be on the special path, lol.) Either way, this type of design is still a lot more sensible than what I've seen in other recent Western attempts (VVVVVV, Super Meat Boy, et al. which play like uglier versions of Super Mario World with blander level designs while I'm pressing save/load state on BSNES every 6 seconds.) Just have to wait for footage of a full level or something now, I guess.
Also, regarding the soundtrack snippet posted on the Kickstarter page, the orchestral instrumentation doesn't seem like it wouldn't fit well with a "16-bit"-esque art style (even with bigger sprites.) FM synthesis or something similar might fit better, but it's perfectly understandable if the soundtrack guys don't want to do that/it's too late to change.
Also, regarding the soundtrack snippet posted on the Kickstarter page, the orchestral instrumentation doesn't seem like it wouldn't fit well with a "16-bit"-esque art style (even with bigger sprites.) FM synthesis or something similar might fit better, but it's perfectly understandable if the soundtrack guys don't want to do that/it's too late to change.