Tip: When determining a time limit, remember that players won't be as familiar with the level as you are. If you normally complete the level with the timer around 100, others might run out of time on their first try.
I continued from MercuryPenny's .srm, although I played some of the already beaten levels in order to tag this properly.
(Anyways, "Chucks Doungeon" had no impossible jumps, MercuryPenny. Maybe you didn't see the reskinned floating skulls in the lava, which color is almost the same as the BG. lol)
So, this hack is not too bad. The design varies from very fun to extremly boring, stressing the latter in particular: there are some levels with nothing going on. Bright examples are most of the autoscroll levels, where you slooowly proceed while 3-4 sprites on screen will obstacle you. That's pretty boring, especially with a slow autoscroll. The last levels were disappointing, probably the worst part of the hack (from what I mostly played), they totally fit with the boring factor I mentioned up there. Yet, not too bad, as I said in the beginning. It still has some good ideas, and good levels which use the inserted gimmicks properly.
Aesthetics are well done, the style is uniform and there aren't many tile cutoff or wrong palettes overall. Some levels could've used more decorations.
- Music breaks on accurate emualtors.
- Some sprite tile limits errors, occuring rarely.
- There are many levels where you can fuck up the puzzle/challenge and get stuck forever.
- Some bosses are really buggy, the last one being an huge offender in terms of hitbox.
Overall, agreeing with MP's vote, 2/5. It's an okay-ish hack, but sometimes it gets extremly boring.