Reviewed on request.
I've watched someone else play this level before and the opinion everyone who watched came to in the end was "this is like that one level Chad made but in less cool". Interestingly enough, this can be applied to about 75% of levels made by the community, so that statement is absolutely worthless.
Anyways, to the review!
The more and more I play these levels the more and more I believe there are only two types of levels that exist:
-levels that try too many things
-levels that don't do anything
Good news, I like the former more than the latter, and this level belongs to the former category. It's far easier to give feedback on levels which at least try something beyond a palette swap.
That being said, visually this level is like that one level Chad made but in less cool. Gameplay-wise however it feels a lot different. The ideas you put down were all interesting in their own right, but felt underutilised and a bit chaotic. I'll get to that in a bit. (This feels like the fifth time I've written this sentence in a review in the past month). The structure of the level felt good for the most part, with each area feeling unique and progression being very clear.
Quick sidenote: You know those levels where everything looks the same to the point where you forget that you collected a midpoint? Alright imagine that and form your opinion on it. And now, never ever even try to do that.
I feel like I'm not really focused. Instead of trying to sing praises to the ideas this level puts down before getting to the criticism, I'll try to do both at once.
So remember when I said "underutilised" and "chaotic"? The end of the level especially threw a completely different light on the level as a whole for me. It felt like the further you get into the level, the more random and "slapped down" the gimmicks felt. Especially the rainbow-shell ride at the very end felt unnatural.
Aside from that, the array of different and good ideas you laid down was of fair size, however it all felt very secluded. You gave each gimmick their own little section and then never touched on it again. I would've liked this level to have taken a more athletic turn, with moving ladders and bullet/bomb-jumping in the main focus. Other ideas such as the key rush and switch goombas (props for using them) could be combined with the main gimmicks of the level.
I'd also like to address the two instances of backtracking in this level. I think the level would benefit from having a more linear path of progression, and, say, putting the wall at the end of each goomba segment. The 2nd half of the tower segment could be flipped and put at the right end of the green goomba side area.
I've saved the main flaw of this, and many other levels, for last. And an array of images and gifs that go with it. This one issue is so crucial it's unbelievable people don't actually take action against it. This level suffers from a
lack of testing.
This isn't strictly adressed at you, though taking this level is a good example for just telling everyone who reads this that they should test their level more:
When designing a level, you are not in the role of a player who knows what's coming. You have the power to adjust and perfect the areas you're testing. If something doesn't quite click or you have an idea on how to make it even cooler, you should make it cooler/fix it! I've collected a few examples where I was able to come up with ways to make that specific segment more engaging or immersive.
First off, the rainbow shell ride seemed poorly planned out and overly precise. Zones weren't placed in a way where they compliment the player's time jumping and lack of speed control. It's very easy to fall off because one of the blocks ended for some reason. You could argue this is to add additional challenge, but challenge can be more engaging if it's something else than the same jump over again with an awkwardly specific timing.
http://i.imgur.com/84ASFpI.webm
While testing your level you should've noticed that this structure doesn't work out the way you intended it to. With a bit of testing and experimenting you can find shapes which are a step up from the previous one and actually work out.
http://i.imgur.com/H3zrbpP.png
New Windows update.
http://i.imgur.com/TPrx3Xz.webm
This area isn't challenging. At all. It's the same jump over and over. With a bit of brainstorming while testing (combining ideas, expanding upon ideas), this area could be more interesting. A bottomless pit and a bomb jump or two would be enough.
http://i.imgur.com/0EtYexf.webm
These coins block the bomb shooters, rendering them pretty much useless.
I think I'm done talking here. While this level is enjoyable, it does feel rather clunky and unpolished. There are a lot of weirdnesses that are easy to fix, and quite some potential which hasn't been realised.
5.7/10, Average.