From the version i played:
- if you start the level running, you jump directly into the monty mole and die. I'd move him to the right two tiles
- maybe make that first brown brick wall 2 tiles high, right now it looks kind of awkward and i think just making it a 2 tile wall to block in the mole would be better.
- in the bonus room with the yoshi coin, you can just running jump up to the coin. if you can move it up 1 tile I would. also this room has the wrong vertical camera entrance which makes it jump like that. If it's possible I'd move mario to keep it from doing that.
-using the green dots as a spring board as well as a 1f0 is a little confusing. I thought those green dots were solid to mario but not sprites, which threw me off. (not a big deal though, you learn pretty quickly!)
- i wish that first yoshi coin room didnt skip so many mega mole sections. I went through them backwards and they looked like a lot of fun i missed out on!
- I'd move that mini mole at the second yoshi coin over, or give the player a power-up immediately before getting to it. Right now you have a 1 tile gap to avoid getting hit, while you're already on a timed lift. Super easy to die here.
- i'm not a fan of the mega mole over the midway point/mushroom/pipe to next section. I think that area should be left safe.
- for a 1-up bonus, this is pretty freakin hard! Maybe add a second mega mole to the walking to give you more room to stand on?
- the bonus room also skips a lot of content I want to see!
- the sparsely used koopas are a strange addition. I was under the impression this was a MOLES ONLY kind of thing, so once koopas started showing up sparsely i got all confused. Maybe put some more in the beginning/throughout to establish they'll be a common enemy?
- when jumping for that mushroom after the p-switch "run", i keep falling into the mega mole and dying. idk what can be done to make that easier. maybe give the mega mole more space on the right to walk?
- that 4 second timed lift/mega mole thing with the chuck is ridiculous! I dont understand how I'm even supposed to make this jump on my first few go throughs. I'd definitely only use the timed lift to make it easier to clear that gap (maybe put a mini mole on the munchers you can bounce on)
- i misunderstood your moon puzzle. I thought you had to damage boost through the chuck and then bounce on him to kill him to let the mole through. i had no idea what the yoshi or shell were even for (until after) lol
- the moon being gone from that sign post after you grab it is a nice touch
- i thought i had to ride that timed lift after the 1-up checkpoint, so i jumped up before i had a chance to see it fall to the blue tiles below. Maybe replace the ledges with a way to go back down after you see the timed lift fall
Overall, WOW that was an incredibly solid level. I love it! As a whole, the difficulty curve was great (though there are some moments where the difficulty can spike unexpectedly, but it's never unmanageable). It's a very long level, but I think it justifies its length with the amount of content. Maybe somebody else will have a better idea of what can be cut, because I'm drawing a blank!
Awesome level, probably the most fun I've had in a level yet!
ask me if i give a f*ck...