Bossedit8 - 6.50
These pipelines...including water areas aswell... is interesting to investigate. I do like the navigation as of where you go in this level and then get specific items like P switches to get further on... and I like the design but other times it's also questionable. Not too bad at least since you can go back if you don't have the P switch with you. At the halfway as of where the grinders are, well be very careful or else you gain damage... they can be weird depending as of when you activate into the screen till interactions with the moving pipe. Also yay for hidden power up blocks. Later on, moving blocks with spikes. Cool but at specific areas it can be quite tricky to go inbetween it. Oh yeah we have 2 Birdo fights on top of that. One at the middle and one at the end... the one at the end is with shells and then after the last Birdo there's your star. Now checking at the debugger, there's a second star somewhere in this level but where is it? Well, take a wild guess... it's in a section that nobody can reach it via warp pipes or any kind of warps to get there. Apparently there's some bosses in there but that section probably either got unfinished or scrapped during developement of the level.
Wraith Adamknight - 0.00
This level was just dumb. No atmosphere, guidance or substance. I played the first section and legitimately just gave up on finishing this level. From what I gather, its incredibly linear and ugly, on top of about three birdo fights. Overall, bad level. If someone doesn’t even want to play it once then perhaps don’t bother sending it.
Zipper - 4.50
Eugh, where to begin...First of all, the idea of needing a P-Switch to proceed is not that bad on its own, but you have to carry it through absolute hell to get there. The moving jellyfish combined with the cheep cheeps is an absolute abomination of an obstacle. I can't remember NOT getting hit for each of the 5 times I went through there. (Yeah, 5. I didn't know there was a P-Switch path at first so I just looped it twice, and died a few times.) That part is easily what ALMOST made me give up on the level. The few almost-blind jumps in the bullet bill area didn't help matters. After that, the Birdo fight was....there. No complaints. It's one of the less annoying Birdos I've faced in this contest. After that, the moving platform with the grinders was actually good. It would have been better if the grinders didn't attach themselves to the pipe and suddenly become less of a threat for 3 seconds and disappear into the pit, but that's not a fault on your end, it's the engine's. Still, the ceiling being 1-block higher would've helped this, as the last few jumps REALLY make you sweat bullets.
And then the next area.....oh boy. I'm not gonna beat around this. This is literally a worse Flappy Bird with the overlooming threat of having to repeat another area EVERY time you die. Which WILL happen, because underwater physics are abysmal, and moving layers don't care about how slow you go before slamming your face into a spike. You HAVE to think about every "jump" you make, because godDAMN if this thing is NOT forgiving at all. Doesn't help that it goes on and on and on, and it only gets harder and even more likely to make you suffer through more of the same. I just can't think of any way to make this better.
Lastly, we get the second most annoying Birdo in this contest. Sort of ironic, since the first one was just fine. I really don't get the point of the shell spam. They're VERY annoying to deal with, and being this far into the level, having to mess with shells, eggs, birdo and a pit is not fun. Sure, the shells can be used as ammunition, but I hope you realise how finicky it can be to pick up a shell moving at Mach 3 and not get hit. Pretty finicky.
Yeaaaaah, I didn't have too much fun with this, my apologies. It just has too many things that bring it down for me. At least it had substance as a whole, and I felt like I was going through a connected...facility(?) of sorts, so you get points from that.
Chad - 7.50
This is a super unorthodox level, but in a really intriguing way. Both the design and theme are highly unusual but also pretty workable. The transitions between water and dry are a lot more intuitive in the way you did them than one might expect, and they give the level a very otherworldly cosmic feeling. They were a bit inconsistent at times, in terms of bridge tiles and waterfalls either being transitional/swimmable or not, but they're never threatening. The layout overall is complex to a degree that's fun to navigate, with a nice amount of exploration and puzzle. The P-switch route actually escaped my notice the first time due to the unique layout, but the level was nice enough to allow me to return and the area's small enough that I can easily narrow it down. However, the backtracking from the switch itself was unnecessary, you could have just had the pipe closest to the P-switch lead back to the place you need it or close to that. Moving layers are also put to interesting use, like that pipe you have to keep up with, and the very smooth but sometimes precise spike layers. Enemies were often awkward, either colliding with things in ways they shouldn't or dying before you could interact with them, such as one of the Buzzy Beetles on the way to the P-switch and over half of the Grinders. They also didn't interact with the pipe very well, but that area was otherwise laid out nicely. The fast-moving Jelectros are excessively difficult, and probably don't need to be there due to the narrow space. The first Birdo fight is ordinary and not needed, especially when you have a much more interesting and challenging second battle at the end. In general though, this was a super different level and I enjoyed it quite a bit.
ElTipsta - 7.50
I really like the atmosphere in this level and am impressed with the way it has been constructed within the constraints. You have an underwater sewer/black/underwater hybrid which is vibrant which is really appreicated. However, Forcing the player to take damage if they are big in order to fit through the gap and grab the P-Switch is not a good idea. i would suggest raising the ceiling to the right of the spawner would fix this issue. The section with the moving layer was a really neat idea but is also very difficult, particualrly near the end. Otherwise this was a very fun level! ^^