Thanks for your review.
Turtwig wrote:but it was so tedious and annoying trying to get all of the purple coins that I resorted to ahippinandahoppin eventually
I can see that being the case, though that is kind of the point. It's not a star for nothing. If you put it into episode context, where there'd be one star per world, getting one should be challenging and not a giveaway.
I've designed this so it could fit as a not-required world 2,3 or 4 level in an episode.
Turtwig wrote:I couldn't even FIND the regular exit!
While the search for the red coins is optional, I can see how you're having problems here. But what do you think should I do to make the second half more clear without removing the mist and maze aspects which this level were designed around?
Turtwig wrote:Having that 2nd Toad say that there are no more purple coins beyond the route is also a bad idea, since the player won't think to look for them.
I wanted to minimize the amount of players who look past the checkpoint, not knowing that there's no more purple coins to be found. I think removing him would just raise the frustration levels.
Turtwig wrote:this level is also incredibly open and easy to get lost in, ESPECIALLY when you're trying to find the purple coins
You found the core idea! Do you think it'd been better if I made it with ghost house asthetics?
Turtwig wrote:Having to go to that same section to get the springboard so you can progress also feels like a waste of time
The springboard is needed for one out of nine purple coins and an 1-Up for people who carried it to a specific point. It's by no means necessary to complete the level. In fact, by using nearby ninji's you can even skip using it entirely.
Turtwig wrote:and that if you don't hit the gray switch block (which I didn't at the time) turning some pipes into turquoise pipes that lead back to that area, you have to GET ALL THE SPRINGBOARDS AND GO BACK TO THAT AREA. AGAIN
At this point I have no idea what you were even trying. Item babysitting is not required in this level. And I've made sure that it's extremely unlikely to access the second half without passing by the checkpoint.
I agree in that the turqoise pipe could've been more obvious, though I ultimately decided not to add a sign or something, since people can see it when passing by the checkpoint and entering the second half. There has to be some penalty for falling down. Not activating the pipe because of a lack of paying attention is increasing punishment.
Turtwig wrote:I liked the custom tileset and background that was used, but the music was very repetitive and got incredibly annoying in such a long level.
It was very difficult to find fitting music. I'm not 100% pleased with this track either, but ran out of games which might have working music. If you have a track to suggest, I'll be willing to change it.
Turtwig wrote:blocks and enemies from all 4 of the main Mario games
I didn't use SMB1 at all.
Turtwig wrote:This level looked nice, and effort was clearly put into it, but I did not enjoy it at all. Sorry, Emral

Alright, I understand that. Thanks for torturing yourself with this to write the review anyways.