A little food for thought on this, but...
Well, albeit centered on the game's structures to stages, I already know that Freedom Planet was modeled after Sonic the Hedgehog 3's structure, with each Zone made into 2 Acts, it was modified to be continuous, rather than doing Act clear tallies after defeating the end-Act miniboss and major boss in each Zone, but the notable difference between that game and Sonic 3 is, unlike the latter, the former's stages have their melded Acts continue seamlessly moreso than Sonic 3's act-to-act transition process, and they have their own numbers of sections/areas that harbor large maps at their time, but some people that played through them, prior to, well, many past Sonic stage's maps being far more longer/larger than their previous(not even surpassing Asteroid Coaster Act 2's length from Sonic Colors DS), and even Freedom Planet's(in map size, that is), complained about their length and how long it took them to complete.
Me, I handled them very well after playing them over and over. And, I took a little thought about their maps' length for each stage, aside from their amounts, many were kinda long horizontally, for very little, vertically, and I figured they'd be about within or slightly above the 10,000s range, and given how speedy anyone can be for speedrunning stages, it mostly takes about a minute or so for them to reach the exit point of each stage's map, and continue on to the next from their start point, and etc. until they reach the end-stage major boss.
Freedom Planet 2's stage structure, on the other hand, does away with the former, and has only each stage made into a single, albeit still continuous in its own matter, and oftentimes, larger map, and escalated their size range beyond 10,000s... well, for stages that are mostly horizontal, anyway. And, given their larger tilesets, I've no idea how much longer that made their stages' maps in size.
It did, though, include some emphasis on exploration and lateral traversal for the lengthy, quite expansive stages, but the overall goal is more or less the same, reach the stage's end and defeat the boss. And, most only lay on the regular "Point A to Point B" goal, but not all stages simply focus on, well, running to the right all the time... not that it gets too tedious or anything, don't get me wrong. The only thing is, the mid-stage and end-act minibosses aren't in most stages the former had, and given that they're not made into 2 Acts like FP1, they don't signify the immediate, seamless act-to-act transition trigger procedures after defeating them.
Their stage design may differ, but harboring larger level maps remains the same.
Also, Spark the Electric Jester did harbor stage maps that are indeed larger and longer than Freedom Planet's; their own maps are indeed continuous on their own, but their map amounts are fewer than the former, and more than one miniboss are present, and given it was made in Clickteam Fusion, like the former, reaching the exit point in each stage's map, for those that have more than one map, until being able to get to the end-stage major boss still remains the same. And, given the fatigue some people actually felt while playing through them, it was rather justifiable, but they only need to build endurance to truly handle it.
It's understandable to say that people have their own feelings of handling long and/or large stages in games, but their ability to build up their endurance is surely to be noted and acknowledged.
My question, I ask you mappers out there, is this, if such a game as these does continue with longer/larger maps, even with section/area amounts in them, would they be able to handle them without complaining much? I'd build up more endurance for it if I need to.