Review of Cape Twilight
This level has some pretty cool (albeit generic) uses of the cape flower and is the first level I've ever played in SMBX with the cape feather so far. The focus of the level, however, was a little, well, unfocused at times. With the seemingly random and unnecessary use of one single clear pipe, to the identity crisis the level was having about whether it wanted to be an exploration level or not. Either you were attempting to make a hybrid of the two, or it was a linear level with deviations for collectibles that end up being a bit too long.
Also, if you're going to make the cape feather necessary in any section of the level (like the ending), you should always have one available at that specific section. Even better, a generator producing the powerup needed is convenient for people who may lose it on accident before it is needed.
Oh, and since you have darkness on in the level, the Venus Fire Trap fireballs are emitting light, which looks a bit off since it's not intended to be "dark" in the level. In case you didn't know, you can disable the light emission from any NPC by creating a npc-n.txt file of its ID and saving it with the text:
I will say that I really liked the aesthetics and choice of music. It did truly feel like a "sunsetty" level to me, and I'm glad it wasn't a complete romp. There was some good focus during the moving note block section that I enjoyed. I'm not going to leave that unmentioned. There are still quite a few good qualities about this level. All it needs is a bit of polish to the focus and maybe you could even flesh out those moving note blocks even more? Just a suggestion.
5/10