just
finished the episode and it was quite a bit of fun! right off the bat the new progression system is much better than the in the original castle of oddities, which on top of the fact that these new levels allow for more creative routing makes clearing and shooting for high scores way more satisfying.
i also like that more effort was made to give each level its own identity and make it stand out more. while the levels of the previous entry weren't necessarily forgettable, their structure and ordering sometimes just made them feel a little too derivative of pizza tower, and the idea of taking the things from it that inspire you and then putting them to use with design elements and concepts so as to play to the strengths of smbx specifically is a better approach in my opinion.
all in all, a blast to play through and find routes for high scoring, great work.
though i do have two minor criticisms: one, some of the levels (e.g. submerged underground) felt a little too short in terms of the ratio between time spent in the level and actual things you get to do. i understand that in an episode with a lot of levels this kind of thing is bound to happen but it might be worth doing an additional sweep through all the levels once you're done with the initial designs (since they're fairly short to begin with). two, and this is probably not something you can do much about, but i'm fairly certain antizip hasn't been made compatible with beta 5 yet. this leads to a lot of unfortunate interactions such as wario sometimes teleporting upward if he takes damage while crouching or random damage while slowly rolling. not something i'd expect an average person to be able to fix, but it's probably worth giving the heads-up anyways.