Ho man, feels like forever since I participated in one of these (I mean I guess it has, VLDC7 was a long time ago).
The gimmick of my level is pretty basic. The first half of the level you will be falling, avoiding obstacles and whatnot. I'll be sure to make sure gaps are wide and indicators are clear so its easy to maneuver through the level without taking too much damage.
The second half of the level will be you going back up the level by making a layer 2 elevator. This section will be more difficult, but it should be fun
To make sure this level isn't overly difficult. I'll be testing it on my hijacked Wii where I won't have savestates to help me out.
I don't really have any design done yet, but here's a screenshot of what the general aesthetic is gonna look like.
umm.. download link? we can't rate something that's not seeable.
that one screen is not enough info to judge by.
Obviously he isn't finished with the level yet, he's just showing off what he's made so far.
Anyway, the level looks nice! I would make the green cave palette more gradient-like and less saturated but that's just me. Also, a layer 2 elevator sounds super interesting and fun. But beware of the falling through gaps coin gimmick, cause those can be kinda unfun sometimes.
A bit generic, but good enough I guess. It works as an "introduction" of sorts, but I heavily recommend doing something other than munchers later on. Parakoopas and Sparkies work really well in this kind of level, for example. I think the gaps are fine considering these are the first few obstacles.
It's not so much the colours that bug me in that first shot, but rather the amount of negative space on screen. That green doesn't look so bad, but the amount of it on screen in the bottom left corner is a little eugh. I'd expand the fg and add decoration to make the screen more interesting.
Anyways lolyoshi already did the "follow the coins to see where to fall" thing for vldc9 and imo, he did it much better then you have here, and it was only a portion of his level which was a bigger idea around the same concept. I'm not sure if you have more planned for this idea, but as is it really doesn't look like there's much to it. Daresay it looks boring, and idk if you can really spice it up without spamming shit everywhere.
The level idea is not bad and I believe you can make it something cool with it. Just like Aeon said, adding sprites to the level would be better. Take advantage of the SA-1 Pack and the 20 sprites limit on screen and try designing around sprites and not by munchers.
As for the appearance, just like the other people said, it needs some work. I like the blue background, but the BG being green doesn't make much sense. on a random thought you could make just how FuSoYa did in one of the LM demonstration screenshots and make a semi-transparent level with the FG and BG blending on each other. Since FG will be "added" to the BG, picking proper colors for the FG is important to both merge well. But it's up to you, really. You have lot of time to think and design about your level.
To be honest, I think you should give the player a cape immediately and make the gimmick based on the hover ability, which would be super unique and interesting to design around. As it stands, the falling coins can be annoying and have been done before.
As for the FG, a darker shade of green would like nice, but I think you should try a more teal-green, rather than the super bold and bright green. That doesn't mean your palette is "desaturated". But the original smw picked palletes that were plain and easy on the eyes, and didn't pop out at you (in a bad way).
This door leads to the secret exit. You unlock the secret exit via a puzzle that will probably involve the wall springboard at the top of the screen glitch (and it will probably be the only horizontal room in the entire level).
This is also the last room where you avoid munchers. The cape is introduced in this section though, so the gaps will be shorter (in the even that the player isn't prepared and takes a hit, I offered two capes).
please dont require switch palaces for yoshi coins and especially not for a secret exit. It's lazy and forces a player to play your level more than once if they dont realize they need the switch.
e: I'd probably increase the gap between coins and munchers. for most of them you were moving before the coins were even on screen, and still barely made it out in time. Right now it looks too tough.
The JUST KIDDING got me tho. nice
Unless the whole level changes significantly with the switch, it's pretty much making you go through the exact same thing again for no real reason until where the secrets are. The way it's usually implemented, it's closer to adding artificial length than actual exploration. Can't say much about this particular case without playing the level, though.
And yes, I know I did exactly that on my level last year