My Review:
Atmosphere [1/5]
I only understand that the level was dark, that's it. There is no rhyme or reason as to why there is an industrialized area. On top of this, why is there lava in a forest, and random fire everywhere? This level just took a bunch of random graphics, threw them into a blender and then put it in SMBX. Pick a style and stick with it, furthermore try to have some logic to your levels. If a level is industrialized, then there doesn't need to be a fully functional forest. Then there's the lava, which wouldn't exist right aside a forest. So much about this atmosphere is just..wrong.
Level Design [1/5]
-No midway point
-The secret star can only be accessed by jumping into a pipe with a plant in it, in addition to this the pipe has no remarkable qualities. Why is this considered a secret if it has no indication what-so-ever? Where you expecting the player to just jump into every pipe they see, even if it meant it would kill them?!
-The switch that is on the "perahu terbang" layer is more trouble than it is worth. If the player falls to a lower elevation will be stuck forever because of this useless layer movement.
-In addition to the comment above, there is absolutely no need to have the player constantly have to hit switches, whether colored or "tnt" switch just to keep altering the level. This is "artificial exertions" which is nothing but a cheap way to expand the level in the laziest fashion possible.
-The tnt switch in Section 3 did nothing short of confuse the player. Let alone, the springboard replacements, while super cool, were way out of place. You need to teach the player while showing them new elements of level without holding their hands. Just throwing them into the middle of this new element is cruel and unusual punishment.
Graphical Continuity [3/5]
The lava lotus replacement threw me off for a while. I had to let them attack before I actually knew what this thing even was. Originality is one thing, but good lord this looked like a gum drop vomiting fire balls.
The BGO used on the pipe connectors were incredibly confusing. The dark ones look EXACTLY like the solid ones, which have a slightly different hue. There is no need to have a block look exactly like a BGO, especially in a super dark level to begin with.
The fire "blocks" are out of place. If they existed underneath a lava fall I could understand it. But the thing is, these things are randomly distributed and are very similar to a background object so I constantly get hit by them because I don't register them as an obstacle compared to the surrounding area.
-Why does the spiked bomb still hurt me even when I spin-jump it?
BGO Placement [5/5]
No issues.
NPC Placement [5/5]
No issues.
Difficulty / Replayability [0/5]
The difficulty is fun, although really unfair if you fall in some areas or cling to skullblocks for too long (which is an SMBX glitch). I can safely say I wouldn't play this again however. With the fact that BGOs look like blocks, npcs don't make much sense as to why they hurt you, the secret star is in a weird spot and there is no halfway point. This level needs a lot of work before I really consider replaying. Also, switch blocks aren't fun. Locking off a part of a level and forcing me to go somewhere else and then have to go backwards anyway isn't fun, its a tedious design flaw.
Overall Score: 15/30
Finale Score: 5/10
Judgement: Average
Video:
https://www.youtube.com/watch?v=YdIOcieG_aE