For the 2 firsts levels, I would not talk about the Misc. Issues because they are mentioned by PMH.
Very weird level, the idea is not bad but the design is really not good.
First, it's rather repetitive and fairly aesthetically empty.
Also, the level design is very special, the formation of the foreground is weird there is a lot of cut-off, sometimes there are blocks invisible in the pants.
In the second part, it gets worse, many places show the background but this one is only blue and it doesn't look good at all.
It's also more empty, no block or coins, there is only one Bill ball generator as an obstacle, otherwise it's very easy to finish.
Once again a level not very good.
To start, the secret exit is meh and annoying, just wait for the generator Bill and it's over.
Also, the Layer 2 is very weird one would think that one could walk on it then in fact no, so one dies.
Aesthetically, it's empty there is no decoration (if you forget the Layer 2 which serves as background) also the gray lava is really not pretty at all and it's not too much related to the level.
Also the level is not normally finishable, when you do a demo put a "(WIP)" in the name of the level to say that it's not finished and make sure that one can get out, a "Side Exit" should do the trick.
Also once the level is completed the path is glitched so it's not possible to go back.
Here the idea of introducing poisoned mushrooms is rather interesting.
However, it's rather badly exploited.
The level is fairly flat and empty there are no coins and almost no obstacle.
Also poisonous mushrooms are misplaced, in many cases moving is useless because the platform does it for you.
The background palette is not very pretty. You should leave the base one (like this
This level is in two parts.
You have the base part that is way too empty is flat.
And the second one is athletic but repetitive.
As the levels before that are the same problems that arise.
The bottom part is useless, it's flat, simple and easy. You should have kept only the top one this would have given more challenge and interest imo.
- Sprite Memory problem
- We can pass through this gray block
, it's weird
- The idea is not bad, but it creates a cut-off
Up the Creek:
Level uninteresting, it's globally flat and very repetitive.
Also it's supposed to be a Hard hack but it's pretty easy because there's not much hindrance to the player.
In the second part, the same problems arise.
- This door
skip the half of the level
- Major Slowdown
This level is much too flat.
You are not using enough resources.
Most places of the level are useless and usually they are intermediate. So we stay at the bottom except that it's very flat.
Also it's way too short, in just 10/15 seconds the level is finished due to the fact that it's too flat.
- Sprite Memory problem
- Not possible to pass
, so this place is useless
For a first hack (I think), it's not so bad tbh.
However, it's not enough, you seem to content yourself only with what is proposed to you in a base level of SMW and it's not very good
Also, you have some ideas but they are generally badly exploited.
You seem to "control" Lunar Magic now you have to improve your level design.
I would advise you to read this tutorial
in order to improve.
I hope to have been useful! I will see if i continue or not.
For now, good luck for the next!