Sewpah - Yellow Zone (6.02/10)
Chad (7.4/10)
It's basically a SMW grassland with a ton of yellow, as advertised. It's a pretty decent level, though. Standard fare for a grassland, but the design has a lot of polish to it and enemy placements are quite good and fun to maneuver around. The structure of the land is carefully constructed to provide entertaining and engaging gameplay, and the visuals look quite nice too, especially in the cave. However, enemies around the midpoint should be reduced to prevent a harsh reintroduction to the level, cave enemy placement is a little sudden sometimes given the general upward direction, and it's a little weird that the upward bullets fall back down. Those are only minor issues though, and the level's still enjoyable.
Joey (6.0/10)
Not too bad. This level was fairly easy, and although I'm not as fond of yellow as a color I did like the coordination (the cave looked pretty cool). My only complains lie in some of the structural choices. It seemed like at some points there were too many straight lines for too long to the point where it looked kind of jagged - this can be fixed by either making those sections smaller or adding a few more slopes. The cave section was decent but I didn't like the angled background BGOs. Also, the Swoopers ended up wrapping around and never ending, which was kind of funny. The only other thing was having to jump through that block to get to the top of the cave: I can't decide whether or not I like this. You had to jump through a block that had no graphical indication of where it became solid, but at the same time you did indicate it with coins and it gave it an old-school charm.
Quill (5.5/10)
Not a bad level. It's fairly basic and it was fairly fun to go through. There's nothing much wrong with it, aside from weird bullet bills when shot up, but there's nothing too special about it either.
Layla (6.2/10)
What a nice little SMW level that stays incredibly true to it's theme! It's got a yellow tileset, yellow background, for the overworld. The Underground's orange background hurts to look at directly. NPC placement was great and every enemy had a purpose, save for the direct up and down bullet bills. The upward moving one didn't have much momentum and would fall down again, looking incredibly stupid. I didn't really like the going through what looked like all solid ground in the second section as it personally looks kinda misleading. Other than that it's a fine level to me.
Valtteri (5.0/10)
This is a pretty normal level. I don't have much to say unfortunately. I like how the level goes from right to up and then back left above the first area. I did not expect that! The vertical Bullet Bills (that replace Cheep Cheeps) are supposed to be set to Projectile. That way the upwards one doesn't fall back down. I like how you used the forest fill tile among the normal grass one. It's barely noticeable but it's kind of cool.
