Alright time to write this review.
Reviews -

-ring Enjl!
First off I have to clearly note that this level is not non-linear. It is a maze which requires you to do certain tasks in a loosely specific order, in order to lower a wall at the beginning of the level. There are no secrets. There are no split paths. It's just a large wooden structure.
Now, I have to give you kudos for making a nice-looking wooden structure only using vanilla SMB3 graphics (+ the beams). I really like the look of it all and it really gives off this "mysterious" vibe hinted at in the level name. I am sceptical about the lamps, but I'm gonna let it pass since if you hadn't added them some bastards would complain about a lack of background objects, which is total bullshit. Now, where do I go on...
ah right! The puzzle. The main gameplay aspect you present is a pretty straightforward puzzle which requires the player to hit a few invisible blocks and check out a few suspicious pipes. It's mostly walking back and forth while finding vine blocks or building bridges. This in itself can become rather frustrating after a short amount of time if the player, say, didn't find a random invisible vine block needed to uncover another vine block, but that's not all, for I shall go on mentioning the biggest issue I've had with this level:
Airborne NPCs.
Now, what's so bad about them? Two things. Firstly, most areas are rather cramped in this level, and normally I'd forgive that, as the theme you were going for supports having some cramped areas, but not if there are jumping koopas and goombas EVERYWHERE! And if that wasn't enough, here's the second thing: There are invisible blocks everywhere! No matter where you go, no matter what you seek, chances are you'll always find an invisible block. More often than not you find them because a jumping koopa BUMPED ITS HEAD ON THE BLOCK AND MAKES IT IMPOSSIBLE FOR YOU TO PREDICT ITS MOVEMENT. Then death happens. Shall it be known that my ramble about this is now over and this sure is a huge drawback. I'll go on about NPC and coin placement now...
...which were amateur level. You placed a ton of enemies in this level, way more than 8 leaves (from which I only found 6 when looking in the editor after beating the level) can support in the first few tries and more often than not I found myself losing them in unfair moments e.g. 5 flying enemies trying to kill me, a paratroopa hitting an invisible block, etc... Turn it down a bit! This is overkill! Not every pipe needs a piranha, not every cliff needs a red koopa, bob-omb or jumping enemy! Especially if your bob-omb generator kills them anyways.
Coins just felt lazily placed and in far too large amounts. I don't have a lot to say here. It feels like going completely overboard while trying to go for a SMB3 look.
Before I go to the end of this review and will finally point out some good things this level did, I shall adress another flat out poor design decision: You can get a boot in this level by going an extra mile (or flying up to it if you managed to get a leaf), but you have to drop it after defeating Boom-Boom to pick up the P-Switch. I would've rather seen you hand out a Tanooki Suit to support the player on these last stretches before finishing the level, as the boot makes the otherwise cool and intuitive boss fight way too easy.
Alright, overall, you partially hit what you were aiming for. It certainly had a SMB3 vibe to it and unfair World 7 difficulty made by adding a ton of NPCs, but aside from that the design was rather poor and looking for how to advance in the level could grow frustrating quickly.
Pros:
- Intuitive bossfight
- The level looks super cool, I like the atmosphere
Cons:
- Too many
cooks enemies and coins in relation to the powerups provided in a spread manner across the level
- Potentially tons of backtracking, one wrong step can send you back or kill you
- Please cut down on the amount of invisible blocks, especially near jumping NPCs
Overall:
4/10
While I was able to find a bit of joy in figuring out the puzzle and advancing in the level, most of the fun was destroyed due to rather unforgiving and non-player friendly design.