World 1-1
Here We Go:
(Missing an exclamation point, smh)
I am not sure why you put this coin here, considering you can spin jump and break every turn block here.
You can't finish the level while holding an item, a bit strange I might say.
The Goal Clear song is way too quiet compered to the level song.
The level was pretty okay, it didn't stand out that much, it was just okay.
Decor is pretty solid but using ropes for tree stems is a bit unsettling.
World 1-2
I Wanna Be Down:
Really solid second level. Captures the SMB style well, I liked the aesthetics and the music fit nicely.
It could use a bit of variety in terms of enemies, but it's not a necessity.
World 1-3
Rex In Effect:
Another solid level, with a bunch of Rexes!
The only real problem with this level is the consistency of Rex spawning pipes.
I think they should all have a single color, so you can easily distinguish which pipe is a Rex spawning one.
You can also jump over the flagpole.
World 1-4
Morton Koopa Jr's Castle:
(Morton first? Never saw that before...)
The goomba spawning pipes are a bit ehh.
You don't see them spawning so they can easily catch you off-guard if you're not paying attention.
The spawning also produces no sound effect, which is odd.
I'm not sure if you had more coins in this area, but most of them despawn when entering the level.
You can fix this by fiddling around with the Item Index Memory in the "Change Properties in Header" (Mario's Head) Menu.
I think that (though I'm not 100% sure) is that you have to put Item Index Memory 0 on the main level and put Item Index Memory 1/2 on Subareas.
After dropping Morton into the lava abyss below (Also this boss is basically a joke, since he's so easy), we leave World 1 with high expectations.
Honestly, I really liked World 1.
It was a nice mix of SMW and SMB design, which is awesome.
Aesthetics were nice and the levels flew well.