This level has a nice idea, a vertical oriented level focused on climbing, and it also has a nice twist with the use of horizontal screen wrap. Unfortunately, it isn't too good right now, as the execution is pretty lacking, and the level has a lot of issues.
First of all, i don’t really like how the design is right now, the level feels like just a collection of random segments with different mechanics that have absolutely no connection with each other. The level doesn’t feel cohesive, and isn’t much enjoyable to play... I think you should instead try to define an actual focus to it. Since the level name is “Climb”, i think using Vines and Climbing Nets would fit it well. You could also try focusing a bit more on stuff like wall-running and bouncing (be it with Note Blocks or Springboards).
Also, about the screen wrap, i don’t feel like the gimmick is really used to its potential right now. I mean, it is used in the level, but it doesn’t make an impact on how the level is played, and it kinda just feels “there”. In fact, most of the setups using screen wrap are just jumping back and forth between static/falling platforms, and wouldn’t be any different if the screen wrap wasn’t there.
I think you should instead focus on using the screen wrap in a way that actually affects the gameplay, such as using moving structures and sprites. You could try things like throwing a Shell to the other side of the screen to hit a block, using Timed Lifts or Winged Blocks and catching them on the other side of the screen or maybe try using some Line-Guided sprites.
Now, going about my thoughts on each part and the issues currently present:
- The Note Block part is pretty decent, i just think it’s too repetitive, as it’s just jumping from one set of Note Blocks to the next.
I think you could try varying the layout of this segment a bit more to make the gameplay more engaging, try adding more obstacles as well, maybe even use some Note Blocks as obstacles.
As for issues, there’s a hole off-screen in
this platform (and a minor cutoff with the Cement Blocks) and
these ParaKoopas only spawn if we come from above, because when the level starts they fly up and despawn.
- The P-Switch part is by far the most problematic!
First, the design of this part doesn’t feel much special, though i do like the end with the alternate paths for the Yoshi Coin and the Moon.
But the real problem is this part has tons of issues! The use of P-Switch to make a path is in itself a problem because P-Switches revolve around coins, and the sheer amount of coins you used for the upper portion in this segment is more than enough to end the level right here. Also, P-Switch spawned coins and blocks respawn when we change subscreens, so the Reset Door allows us to infinitely respawn the coins in this area. There’s also the fact we can jump
through these clouds to get the Moon.
Overall, i recommend you just remove this part...
- The falling part just feels... too empty. Like, there’s literally nothing to see on this, we’re just falling... And i don’t like the Yoshi Coin in this part either.
I just recommend removing this part, and making something more interesting gameplay-wise.
- The P-Balloon part is quite ok, but i feel it’s a bit too straight-forward, as the paths are mostly straight. I think you could try varying the layout, and adding sprites for some extra obstacles. Maybe try making it a little bit longer and having a second P-Balloon as well.
- The Falling Platforms part is kinda boring, as the whole part is very repetitive, with just back and forth jumps between the platforms. It’s also quite unforgiving since the platforms fall.
I think it would probably be better to replace this segment as well, you could maybe try some of the suggestions i gave earlier.