Played and starred these levels. I only star levels I find enjoyable.
Multicolor Mushroom Madness - RagnarokX
Cool level. I like the color coded theme and finding your own path. Backtracking after you get hit is a bit frustating. Especially the hammer bro and the green paratroopas spawn in the first section. Took the green route after the checkpoint. Loved spitting hammers back at shellbro's.
A bit chaotic at times, but overall a neat level.
Use the Star Speed Mario-Kun - AjNimajwalHansel
Played more of your levels, but I picked this one for this round of feedback. The first thing I noticed: it's not a speed run level. There are moments that wreck the momentum, like the thwomp stopping the tracks with the P-block if you fail the top route.
If you can make the level tighter and lower the timer to ~100, it'll be more rewarding keeping the momentum and clearing this level.
Metroid Resurgence - Brinstar - Simbabbad
Strong metroid vibes, really liked it.
Played an early version of Brinstar, but I couldn't finish it then. I did finish this one hehe. My major concern is the combination of checkpoint placement and progression with power ups. Backtracking when you get hit, triggering the previous checkpoint, dying and doing the same stuff again. The weakpoint is right before the ending breaking the floor, landing in a nest of hammer bro's. And the reason is simple, you didn't teach the player you can break solid brown bricks. So you implant the idea you need the samus suit, break the blue bricks, hop out the heels, continue on and ... dead.
Fixing it is easy, make players break the solid brown bricks after getting the heels. Remove a few enemies before the ending, because the backtrack is too powerful.
Snake Platform Palace - Oidisco
Snake platforms are awesome. It's pretty easy to fall down in the lava, probably the weird movement when the blocks change angles. The non-snake sections don't blend that well with the rest of the level. I think it needs an extra polish, go through your level again and think about the transits between the different areas.
Cannonball Conundrum - ScOULaris
I kinda like it, but it will need a lot of work. So the first question: Why the cannonball conundrum name? This level has two screens with cannonballs, the rest are different mechanics and different enemies.
If you have a theme in mind, keep to it. I'm guessing it's about cannonballs and jumping, so revolve it around those two things.
Watch this video about
Super Mario 3D World 's 4 step level design
It's really helpful when designing 'standard' levels. In Super Mario 3D World levels introduce a concept in a safe environment, they develop that concept to make the player accustomed to the concept, then there's the twist to surprise the player and in the end you throw it all away by testing the very limits of the player.
If we apply it to your level, we'll notice a few things:
- concepts are all over the place confusing the player
- concepts are not developed
- concepts are not properly introduced
- concepts don't blend together well, lacking an everlasting impact.
So my advice is simple, take the things you like the most and design a theme around it. After you have a theme follow the four steps shown in the video. Playtest it until it feels good. Upload the level when you're satisfied and take the feedback you get from it for a revision or a new levelconcept.
There are a few concepts I do like in your level like the first screen actions. Overall the level lacks focus. Don't give up tho and keep trying!
I hope this helps
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