Thanks, right now he's just a fancy cement block but I could always use layer 2 to make him move.
Brace yourself for a big review full of suggestions:
The level isn’t too bad Shog but I feel it has an odd balance of difficulty. Some parts are too easy or simple, and then there are really hard parts that come off a little cheap. I’ve come up with a review of your alpha level and have divided it into 4 main sections.
I noticed at 2 points in the levels you can walk thru the slope. In the first screen you just put the wrong M16 block under the slope (acts as 130 instead of 1E2) and is an easy fix.
The second screen shows something that doesn’t happen unless you jump in an odd way. Still I thought I’d point out this can happen since M16 block 1E2 isn’t fully covered like in the other situations and can lead to Mario getting inside the slopes.
For screen one I don’t really like the layout. You either have to spin jump off an enemy and land precisely next to a death carrot or jump though the tight space between the burger and dangling carrot. I suggest altering the layout of this part a bit to give more space between objects. (Maybe stick a flying piranha plant on that table instead of a vegetable)
As for screen 2 I’m pointing out that the fries become solid when you hit the p-switch with no visual indication. You can stop the fries from becoming solid by changing them to act like a purple coin (2C) which forces them to always act like a coin.
As an additional idea you could have 2 types of fries (which look different) one that always acts like a coin and one that can become hard after you hit the switch and you could refer to the one that gets hard as getting stale. Stale fries could lead to a secret area!
In screen 1 I accidentally killed both of the enemies and can no longer make the jump. It’s okay to require the player to use an enemy to reach a high up ledge but you should avoid a situation like this where they player is totally stuck. (examples: make jumps like these optional for 1ups/coins or have it over a death pit)
For screen 2 I’m just pointing out the blocks are a little high and I can only reach them when I run and jump at full speed. Also I wonder why they aren’t burgers?
Screen 3 shows a carrot pit that I couldn’t get across. Seems impossible to me since the ceiling gets in the way.
This section is a little too flat and easy to pass. I suggest (see green shaded pic 1) you add the fish generator here as it would work real well. Also it would probably be best to add more variation to the FG by placing some blocks on the table (see final pic).
Overall I believe you are on the right track you just need to work a little harder on your sprite and tile placement to ensure a good challenge without it being too cheap. Try to avoid placing too many carrots in a row since it looks unattractive when so many are place right next to each other.
Also here’s a little set up I just thought up that I think could work well in your level:
Keep it up!