PixelPest (32 | 9 | 14)--55/100: This level didn't bring much to the table. There were some good enemy set-ups but overall the level didn't seem to go anywhere. One of the major issues with this level were the horizontal screen-wrapping sections; in the first there were two goombas right on the other side so unless the player just slowly, carefully slips through they're almost guaranteed to take an unfair hit. The boss battle was super-repetitive and had no need to respawn the same vanilla boss twice when nothing changed in-between the phases. Aesthetically the level also seemed to be a little overworked and cluttered slightly in some respects, but overall a strong effort.
Spinda (19 | 7 | 9)--35/100: This level just had no focus at all. The first section was basically desert romp #363, then there's an ice theme which could have been used to a good effect if some of the mechanics crossed over and then it's desert again for some reason. The last desert section has some screen wrap, but the section is so wide that the screen wrap is actually confusing more than anything since it's super hard to maneuver. The switches are also executed super weirdly because you need the green switch for the purple switch but the purple switch is right after the green switch so why seperate them at all? and then the next section has a roadblock for both switches but then still uses said blocks later even though the player has to have hit both switches at that point?
The Bullseye Bills don't really change up the boss battle too much and also come out of nowhere (I think there were a total of 1 before that?). You can just not jump as high and ignore them. Morton is also quite tanky for how simple this fight is, leading to it feeling like a drag.
bossedit8 (11 | 12 | 14)--37/100: This level went alright at the beginning as in how it goes like it was like how it's mostly designed like NSMBU even with the secrets and such to go with. Pretty neat but there are issues with this level like enemy placements, some of them are so sudden like at some of the wrapping sections like once you just run without jumping you run straight to the enemies which is not a good idea. Speaking of wrapping sections, there's another before the boss room which is even more buggy as in there are some blocks missing at the offscreen area which by that result you are able to clip off inside the blocks and either get stuck or die. Story wise is interesting I would say and how you spread out power ups like that it does help especially for multiplayer but y'know, that doesn't help for the fact that there are some sections that isn't well designed as of what I've just mentioned before. At the green switch area, if you don't trigger it you can't head to the boss at all and it's in such a places where you need some kind of item to trigger it like a shell or anything else that can be triggered with but if you don't have any of them, you are basically screwed! The boss is Morton with a chasing enemy on a generator and the section itself is wrapping so any projectiles will stay on the screen till they go up or down to disappear fully. Also you have to deal with that boss 3 times like you have to jump on that boss 3 times and do that 3 times in total which means 9 hits till the boss is dead. Once is enough... but 2 more... kind of unnecessary to do that. At least the length is alright but it's design isn't all too good... but not too bad either. Could of done better so to say.