I wonder if that auto-scrolling segment would still be possible if it was on 'medium autoscroll.'
I think it definitely would be. As it is, there's a lot of waiting around.
The no-jumping room is really awesome, although it's unfortunate there's so much slowdown near the end of it. You can easily avoid that though by adding a "buffer" of sorts, like a long drop down a gap, so that the sprites don't add up and cause slowdown.
There's definitely a lot of waiting around in the autoscrolling room, and the fact that you'd have to go through half of it again with the mushroom doesn't appeal that much to me. Perhaps adding a medium one would suffice, and maybe add an entrance to the pipe you entered, although you wouldn't miss much anyway by doing this. But eh, it's just a personal opinion.
You can also snatch the flower and drop it while on the item box to feed the green baby Yoshi rather than using the cape to do so (that would work if that was on the very first screen and there's no way to get the powerup early).
Other than those small things, nice level!
I don't think the background fits with the overall atmosphere of the level (and it also messed up the instant kill muncher's palette as a result). Would suit an ice level more than anything. You make use of the water blocks almost everytime, so another background would sound more fitting imo.
On another note, the level had a good bunch of completely unrelated gimmicks thrown around besides the main one. Not that that's really bad, but I'd be fine if you mostly sticked to that one instead.
The ideas you had were cool, though. Nice level otherwise.
The level itself was neat. idk how common swim/no swim levels are in kaizo hacks, but as an outsider this level showcased the gimmick very well! I was going to say there should be a way to show the swim blocks at the first shell jump, but i think it works even more not knowing what's up there!
-You should probably remove the first spiny hallway. it's not really hard nor is it really a puzzle. just kind of tedious and boring, you know? Maybe replace the spinies with something quicker. That second and third set-ups are much, much better tho. I have a better idea of why the first one is there, but I still dont think it's necessary.
-Yeah the insta-kill munchers blending in with the bg isn't cool man, lol
-That one-up puzzle thing was really neat. racing the spiny had me on the edge of my seat!
-You probably dont need that reserve mushroom for the end there, unless those blue blocks can only be destroyed by big mario
Overall, there's definitely a lot going on here, and I dont want to say it's bad because I mean as an outsider i dont know for sure if it's bad or not. But just from watching it, it seems very "what is going on", you know? There are so many god damn custom blocks that do different things, and some are obvious, but a lot of them are just confusing as to what they do at a first glance.
A lot of the puzzles also seem very "what is going on", if I didn't watch the video and you just presented me this level, aside from the swimming sections and the 1-up sections I would have no idea what you're expecting the player to do. There's a lot of missing information on screen, and it almost relies on knowing what you're supposed to do before actually trying the level, especially in the platforming sections. I think it would benefit from simplifying it's design a bit, and making sure every screen has all the information you need to solve it presented to you. The challenge shouldn't be figuring out what to do, it should be doing it, you know?
Just my 2 cents. Still really enjoyed those 1-up sections and the water on/off sections!!
Definitely fitting for a last level and I like the overall design. You could tweak the palettes of the forest room, as both BG and FG aren't too consistent with each other at the moment, but that could be me. Same thing for your other stage. Also, that's the fastest "final" boss ever in a hack.
The penultimate room could've had a hint as to when you could or couldn't jump though.
The rooms with the horizontal level wrap sprite were quite repetitive since all you had to do is to fall into bottomless pits while dodging dangerous enemies.