I would bring up the whole language thing but quite frankly it's probably pointless to even bother. Anyway, about the screenshots:
I'm not sure what's causing that koopa's head to disappear partially, but I'm guessing it has something to do with sprite tile limits. Or perhaps the berry has priority set on it? Don't know. Also, the top of that pillar looks kinda weird with the munchers placed on top of it—not a big issue, though. Level design-wise it looks fine.
Not gonna lie, the green palette on those castle blocks looks kinda...bad. And while I appreciate the change of the munchers' palette to go along with the vines, it makes the coins look off. The "used" block, too. I'm not sure what the difficulty for this hack is—you might want to mention that, by the way—but when looking at Topiary Chateau in comparison to what I assume is the level right before it, Archaic Memoria, it looks like a pretty steep spike in difficulty. Especially in
this spot. The player barely has enough room to maneuver that jump with the falling platform, and the clapping (?) chuck makes that next part with the upside down munchers really difficult. Raising those pipes and munchers should easily solve that problem.
I really don't have much to say about the level design in this level, as it looks fine for the most part (though with only two screenshots there's not much to comment on), but something that sort of bugs me is the choice of graphics in this level. You used vanilla-styled sprites and a vanilla background, but the foreground graphics heavily clash with their more 'cartoony' style. I would say to replace those with something that goes along with that cartoony look better, but that's just a matter of opinion.
Aside from all of those, this doesn't really seem all that bad. I'm liking the pirate-theme you have going on, with the small changes to the goomba and koopa's graphics really adding to that.