So I played this level to find out what all the fuzz is about and I have some things to say.
The blocks at the beginning are placed so low that the player has to kill all the enemies to get the powerup, which is a bit tedious as there's four of them. Then a bit further ahead there is... another... powerup... This one is just a quick way to get the player a fireflower, which the player did nothing for to earn, in addition to instantly eliminating all challenges ahead.
Then at one point after the donut block section, there is a row of enemies placed on an elevated part and a spiny on a lower part. When the enemies fall from the elevated part, one of the Goombas falls into the spiny, making for a pretty goofy image.
In fact, many enemies throughout the level are placed in line formations, posing absolutely no challenge to the player (the part where they fall from the elevated ground probably was the most challenging in terms of NPC placement). Maybe think of more creative situations to place your enemies in.
At the midpoint (which is needlessly elevated for whatever reason), again there are two powerup boxes, this time even within the same screen, making almost absolutely sure the player gets a fireflower. This makes the entire next challenge redundant, as the player can kill everything within their sight from a safe spot on a pipe.
The bomb gimmick, in addition to the music gives the level a pirate-y atmosphere, which I liked, but sadly that's it, as there are no other allusions to the pirate theme and the level ends up just like any other cave with some water in it. The wood beams placed throughout the level would be a nice addition, if it weren't for the fact that most of them are weirdly cut-off in some places? I don't sure if this was intentional, but if it was, there are better ways to portray brittle wood.
Furthermore, the bomb gimmick, which could've been really interesting, is never really developed upon except for one star coin and bombing away some walls to make path two times. Then before the middle point it is swapped out for lineguides and ultimately gets replaced with rising water in the second half of the level.
Speaking of the rising water, beside the aforementioned bugs, there are no challenges involving the water. At all. There are some munchers that can't be passed until you make the water rise but that's it. Munchers on the floor that are really easy to avoid and you just swim through the passage with nothing interesting happening. This part honestly feels a bit unfinished.
Then the warp into the exit section is placed wrong, forcing the player to press up instead of down to enter the pipe.
All in all I give this level a total score of one grey switch block that makes the water glitch out if you hit it more than two times.
