Just so you know, it probably isn't a good idea to release your project's levels as stand-alone levels if you want them to be perfected when the project is finished. After all, some design choices which would be optimal for stand-alone levels could be unnecessary or even detrimental for levels in a project, and vice versa. For instance, a gimmick-introduction level, like Cheerful Trail 1 (without the flaws I mentioned), would work great as the first level in a project, but there isn't much substance for it to hold up as a stand-alone level. More good examples would be these:
CraftedPbody wrote:PROX wrote:The mushroom location's problem was that if you were using any other character other than Peach when trying to get the mushroom, you would get stuck and there would be no way out.
If you had seen Cheerful Trail 1, you would have known that Peach is the only character you play as. That being said, I did forget to note that in my thing at the top.
^That wouldn't be an issue in the episode since you can just block other characters on the World Map.
PROX wrote: the clear Peach blocks kinda misled me into thinking that the koopa shell that I threw would go through the clear blocks (which was not the case but I was stumped for a brief moment).
^That wouldn't be an issue in the project since you already explained them in the previous level.
While most of the problems pointed out would be flaws in stand-alone levels as well as episodes, it would be better if you finished the project, then asked for the episode to be judged as a whole. That way, you wouldn't need to shift through the reviews of the individual levels, picking apart what is only a flaw for stand-alone levels and what is a flaw no matter what.