Hey , i played your demo and i thought i should give you a review because your project is inspiring and it feels like The Invasion 2 but on 38A. Here are some overall opinions of the demo and then i will give out my opinions on the level individually , so the demo was nice but some parts of it were a bit too hard and the levels were short , some managed to pull some kind of an average length but most of it was short and that's a shame because the Invasion 2 had way longer levels and just imagine if your levels were a bit longer , it would have been way better. I see that a lot of levels were inspired by their Invasion 2 counter part and thats both good and bad , its good because this is like a new take on the ideas and the level design and it feels nostalgic if you liked/played the invasion 2 but its bad because it removes originality and sometimes it feels like you are playing The Invasion 2 with slightly tweaked level design and changed graphics but i'm just gonna say that i liked it if you were going for a simple project , however if you want this project to be a great one then experiment more with the ideas/level design on the levels so they can stand out from their Invasion 2 counterpart. The World Map feels like it was directly taken from The Invasion 2 and slightly changed and that's a bit disappointing considering just how better you could have made it to be. Also i would like to see more custom bosses because there were already vanilla ones in The Invasion 2 and it would be better if you change all of the vanilla ones with custom ones. Ok now to level reviewing!
Level 1
The level was very short , really , very short.
The Difficulty was average with bits of difficult parts like the venus pirahna plant that shoots 2 fireballs , the muncher part and the end part with the flying goomba , speaking of the flying goomba , did you know that if the mini goombas touch peach and link , they can't get them off because they have no spinjump , yeahhh that sucks... And i don't like that you used it on the last part of the level , it deserved its own space.
The music is overused so i didn't like it.
So my suggestions are to increase the length of the level , work more on the gimmicks with the moving pipes/pirahna plants and design a section only for mario/luigi/toad with the flying goomba + mini goombas and you might get some decent results.
Level 2
So yet again , very short length.
The Difficulty is average but it was hard to get on the second moving pipe , i suggest you to make it move a bit lower , also enemies on the start screen is bad level design because im required to have fast reactions to avoid them , please give the player a breathing room on the start screen , its the second level , you don't have to make it stressful. Also the mini mushroom was a very wasted opportunity to make the next section interesting instead of "Hey here is a mini mushroom to get to the second section and then hey here is the exit of the level , too bad you won't get to use the mini mushroom in the level".
The music is overused so i didn't like it.
The graphics were nice , i liked them.
So my suggestions are to increase the length of the level , work more on the gimmicks with the moving pipes and design the second section to be around the mini mushroom,
Level 3
Finally , an average length , but it still felt a bit short tho.
The Difficulty was again average but i don't like that you still made the same mistake as with the last level in terms of the starting screen , remember , breathing room is important especially at the start of the level.
I feel like the level was a bit bland because it didn't introduce the player to new gimmicks and also the graphics could have used some improvement
cough cough Senduair's SMB1 graphics pack , especially with his cave tileset that includes a lot more bgos than the fence bgo in the level.
The music is overused so i didn't like it.
My Suggestions are to add some kind of a gimmick that is interesting and redesign the level around it and also improve the aesthetics of the level.
Level 4
Short length is back

This level felt a bit hard because the part with the chain chomp and the venus pirahna plant was a nightmare , just why did you think it would be a great idea to place 2 npc's that are hard to avoid on the same place and also the wooden block that was holding the chain chomp wasn't solid but it looked like solid so better make it darker to look like a bgo instead and either remove the chain chomp/venus pirahna plant or add a enough distance between them so the player could have some breathing room to work with. Also yet again , there are npcs in the starting screen, please some breathing room... The level felt like it was copied / pasted from it's original counter part in the invasion 2 and was slightly redesigned. Also why does the key appear BEHIND toad when you beat his challenge instead in front of him or near him , how is the player supposed to know that there is a key behind him , just don't ever put important objects that are required to beat the level in such dumb spots.
Yeah yeah the music was overused ,i will stop posting this comment because you already read it like 3 times ...
My Suggestions are to make the level bigger , add some breathing room , experiment with new gimmicks or make the current gimmick way more interesting that the way it was presented in Invasion 2 and this might turn the level into a decent level.
Level 5
Uhh the length felt like average but looks like its short again... something in between i guess...
Difficulty is average , the first section had such a good opportunity to be something great but it got wasted in order to be the starting screen , the second section felt a little bland with no interesting gimmicks and only one power up ...
The Music was decent this time , good job for not using something that was overused!
So my suggestions are to design the first section to be like 20/30% of the level as it had such a great opportunity to make the level feel like it was totally original and could really stand out from the rest of the levels and add some kind of a interesting gimmick in the second section and also increase the length of the level.
Level 6
I'm sorry but i think this was the worst level i played in the demo because of how frustrating it was to play through. The Difficulty was hard and in some places unfair and the length was short yet again , the birdo had way too many health and the fireball could one shot the player , that's not fair and on top of that , it spawns little projectiles along it's path that make the experience more frustrating because you gave the player only one power in this level and no power ups before the birdo boss fight...
There were cool gimmicks in this level that ended up being very underused and that's sad... One bug i found in the level is when you use the stop watch, you can't climb vines anymore and that made me die several times , please remove the stop watch , it had no purpose in the level.
So my suggestions are to add more power ups in the level , don't make the fireball of the birdo to be able to one shot you , make the length a lot bigger considering that you had interesting gimmicks and they ended up being underused , also the star at the star felt a bit like a waste because it wasn't used properly , better add some enemies that you could kill with the star easily and if you manage to kill them all , then give the player a reward , maybe power up or a one up.
Level 7
Short Length , very short length.
The Difficulty was average expect that unfair part with the pirahna plant on the pipe that leads you to the second section , to be honest , i don't know if i could call this a level when its so shoooort.
My suggestions are to make the length longer , like way longer , use your gimmicks that and don't place such unfair stuff like that pirahna plant on the pipe.
Level 8
Why is the length so short , the whole level felt like it was still WIP , not finished ...
The Difficulty is average , i really liked the first section , too bad the level didn't do that much with it considering its length and the second section had these very fast topredos , why are they so fast , it seems a bit unfair.
My suggestions are to make the level longer , BOTH sections included and USE your gimmicks.
Level 9
This level had too short length but i felt a bit like an average one , yet again underused gimmicks ... The Difficulty felt average , a bit easy on times so my suggestions are to make the level longer , use your gimmicks , blah blah blah im repeating myself ... so uhh yeah and also think about how the level would feel if you played with toad/peach/link ... i don't think it would be very fun experience like the mario/luigi one because of the yoshi focused gimmick.
Level 10
Such a beautiful level , too bad it had a short length and underused gimmicks , speaking of gimmicks , why did you include the shell power up , the level is not designed for this power up so why did you include it , it feels like such a waste. The difficulty was average and a bit hard on some places because of the npc spam.
My suggestions are to make the level longer , use more the gimmicks with the walljump and remove the blue shell power up , it doesn't belong there.
Level 11
I guess this project is about short levels ...
The difficulty is average and yet again Blah blah blah , this means underused gimmicks.
I liked how the level look , i think this is the best looking level in your demo but aesthetics won't save your level when the gameplay just feels awkward.
My Suggestions are yet again , use more your gimmicks , make the levels longer and blah blah blah , you get it.
Level 12
Yeahhh im not gonna talk about the length anymore..
The difficulty was average and the level felt like a copy paste from it's Invasion 2 counter part , i didn't see anything new involved in it so uhh yeah ... My suggestions are to add some kind of a interesting gimmick that could make it stand out form its invasion 2 counter part , increase the length and maybe change the environment , that depends if the new gimmick makes the level stand out or not.
Level 13
COMMENT DELETED BECAUSE OF SPAM
The difficulty was average , yet agaiiiiiin underused gimmicks ... and only one power up ... See man , i don't want to make you feel bad but you are repeating the same mistakes over and over and over again... Do i really need to continue the review at this point? Well i have to do it anyways...
Suggestions , same as the the other levels.
Castle 1
Yeah SPAM.
The Difficulty was a bit difficult , i felt like the level was really testing my skills until you know ... it ended way too fast because ... the length of the level.
Cool Gimmicks , i wish the level was longer to see them more in action and i also would have liked if you used a custom boss instead of the vanilla one in the castle level. My suggestions are to make the level longer and then use the same gimmicks as the rest of the level and also change the vanilla boss to a custom one instead.
Castle 2
The Difficulty was average , i would have liked if the level changed once you got the key like the phantom masks start to follow you and stuff and would have liked if the walljump gimmick was used a lot more , to be honest every time you include the wall jump , at least make it seem like it belongs in the level and its not only for 1/2 parts of the level that you have to use it.
The boss was vanilla so yet again , i would have liked it if there was a custom boss instead.
My suggestions are to make the level a bit longer , make something cool happens when you get the key instead of the background changing and use more the wall jump.
Ghost House 1
I couldn't beat the level , i honestly have no idea on how to beat , i tried a lot of different stuff but nothing worked , this is just very frustrating so i can't give you a full review of it , however i felt like the level was a bit hard and unfair on some places especially with the ghost pirahna plant , i died a several times there and some of the boos were place a bit unfairly because it stopped me from making long jumps.
My suggestions are to lower the difficulty and make it easier to beat the level. And if the level ends up being short , well you know already my answer to that.
Ghost House 2
I think this is the level with the best atmosphere and it makes it completely STAND OUT from the rest of the levels , it feels like its pure originality and i love it , there was some npc spam and the level felt a bit short but if you make the level longer , reduce some of the npc spam and put one more power up , i think this would be a very interesting and fun level to play.
So this was my review of Super Mario. Tashers Edition , it felt like a decent start but with too many mistakes that are easy to fix/avoid if you are willing to do so, i hope you get to fix them because this project seems like a interesting replacement of the Invasion 2 for 38A , i wish you good luck with your project , i would gladly beta test IF you are willing to listen to my criticism like this one right here.
Well i hope you didn't get offended and if you think i am biased ,thats ok , i just have very high expectations and i saw a great potential in this project but it got buried under all of the mistakes you have made in your levels. So yeah , you can call me a Troll , hate me , disagree with me but that was my honest review of this project and the only reason i posted it is because i saw the potential that his project has and i want it to be discovered!