@Cascade: Thanks for delivering, I'll write my feedback below.
@AlwaysANoob:
Ooh that's actually pretty nice! I like the stone path The color choices are good, those one-block jumps are actually well designed and using net climbing as a gimmick is clever. Good job.
As for the boss, I may give it a shot to see what to change, cuz, you know, I want uniqueness in every boss (either small modifications to existing bosses, to an entire new thing).
Idea for the boss: Modify its graphics and attack routine to make him similar to a mummy Reznor, I can't think of a name and 2lazy4mockup but I want to see your opinions
LEVEL FEEDBACK - WARRIORS THICKET (by Cascade)
We have a nice adventure-oriented level here, which makes use of Spear Guys. We have a typical forest decoration here, and even if I'm not really fond of that FG palette (though it does look nice) and the BG palette is unchanged, the rest is fine.
Even if the level is fine, I considered that there are two main problems: some sections are flat and a bit repetitive (considering the only enemies were koopas, piranhas h. bros and spear guys), and the one-tile wide jumps that are a bit common in this level. Those are the main issues, let's pass to another things here:

I feel that the Spear Guy's palette is incorrect (look at the spear)

I think that you should put indication that the player can go down here.

Wrong corner tile. Also it shows one of the one tile jumps.

ahhh!

You might want to raise the time limit.
Please fix those issues and you're good to go.
LEVEL FEEDBACK - PLUTONIC CHASM (by Cascade)
Another adventure-themed level, taking place like, in a near-volcanic cave. I won't speak about aesthetics/decoration, as it's basically nonexistant. Altough the FG palette is good, I feel the BG palette is, like, weird, basically by the gradient.
I notice a lot of issues in this level that, sadly, make the level less enjoyable. Generally two main ones: the fact that a lot of the level parts consisted in mid-blind drops to lava parts, and some insane or hard jumps. Another issues:


Some examples of insane/hard jumps. Also notice the wrong corner tiles


Wrong corner tiles. Also that koopa puzzle may be hard if you're small Mario

Wrong lava priority. I have no idea why.

End-of-jump Enemy Encounter (EEE): the player has little time to react to that puntin' chuck.

No indication of where should I fall. This happened two times.

You used the bottom row, so I don't know what the fuck is solid or not!
Please fix those issues and you're good to go.
Both levels are nice in general, hope to see them fixed for inserting them
