My Review:
Remember, you asked me to do this...you know what you were getting yourself into.
Atmosphere [0/5]
Definition of "abandoned": having been deserted or cast off.
By the literal definition, you cast aside your own atmosphere by having a legion of ghosts inhabiting this level. Some of which don't do anything less than confuse the player or haunt blocks.
The remaining comments I have only rest in the fact you used Ghost House tileset, which is the only thing consistent in this level.
In addition, why is there even an underwater section? How does this section even relate to the ghost house..and why do I need to be punished by this annoying section anyway.
Level Design [0/5]
This was the absolute worst level I've played since the new year. This level incorporated only one gimmick: did you pick the right door? No, well tough shit; go through the same section 10 times until you get it right.
I am absolutely serious, look at this section:
http://imgur.com/AgOZrrP
90% of these doors lead to the same god damn section filled with water, a super fast boo and fish. You have to figure out which is the right door out of 19 identical doors. Let us not forget the fact that there are remarkable features in the section itself, so chances are you'll get lost just getting to the right door.
I couldn't even complete this level. It pissed me off so much that I went into PGE and SMBX to track down the applicable warps and check the rest of the sections. Honestly, I can safely say I am glad I never finished this level to begin with. Not only is it still confusing after this section but the level offers absolutely nothing interesting outside of "Oh hey, ghosts".
Graphical Continuity [0/5]
The carpet of boos at the top of the screen, in most sections, is super confusing. Especially since there isn't a ceiling what-so-ever in order to gauge how big the section is. On top of this, multiple boos exist in this level. One in particular is roughly invisible if you look at it, only being able to see its annoying smirk. Combining this terrible graphical choices with a visually bright background means that the player won't normally see this npc. Lastly, there's the god damn swooper boos. I didn't see this coming at all, nor am I able to tell them apart from regular boos.
BGO Placement [0/5]
The only BGO that I can note is the usage of doors, and there is already too many anyway. If you are going to spend the time to call this a "house" then make it look like one.
NPC Placement [0/5]
Read "Graphical Continuity"
Difficulty / Replayability [0/5]
Not only could I not muster the patience to finish this, I would surely never recommend this to another person. In fact, this level serves as a PERFECT example as to why I avoid Ghost Houses entirely, since just about nobody understands how to make a fun one.
-It isn't about making it hard.
-It isn't about using annoying puzzles
-It's about using "death" as your element. Its about using the unknown to your advantage, not to make a room with 19 freaking doors and say "go nuts, you figure it out."
As much as I hate to make a purely negative review, there is an equal amount of negative things being spawned, and exist, within this level. I really don't have any constructive criticism other than go play some of Chad's levels from Super Mario Star Expedition until you fully grasp what makes a real level. Because, as I see it, there isn't anything you can do to this level other than use this as a basis of what to avoid in your future levels.
Overall Score: 0/30
Final Score: 0/10
Judgement: Trash Can