Usually when showing off kaizo levels, it's easier to upload a clean run w/ savestates (or a clean run after however long it takes to do one lol), I'm watching your video and so far it's just the same part over and over again.
I'm not sure I really understand why the yoshi jump is in there. It doesn't seem particularly hard, so unless there's some way to make it a challenge it just kind of seems like padding. I would also suggest giving some clear visual clue to differentiate the grey platforms that fall down and the ones that go up. While based on their placement it's pretty clear what direction they're going, if a player thinks the one above the munchers is going to go up, they might act more carelessly then they would otherwise.
The second level was really neat! I would change up that pipe palette lol, but the level itself was cool. I like short levels more than long ones, and it lets you use more ideas without having to stretch them out too far. Nice
I've decided to stop lying to myself and admit I'm making a kaizo level. Which is good, because it means I can make it harder!
I want to remove spin jumping to make it way more of a challenge to dodge the fuzzies (the other option being introducing fuzzies you cant spin jump on), but I'm definitely going to have to refine the spot in gif 2 because right now it's damn near impossible lol
Also for those that are interested, this level utilizes LM 3's stacking level function,
although probably not in the way it was intended to be used lol. It's really nice though, because getting to stack sprites straight up guarantees they spawn the exact same way every time
ask me if i give a f*ck...