DatDude wrote:Anyways, this is Off-Topic, so I call it that I MIGHT get another mod warning.
If you think your post will cause you to get a warning, why post in the first place?
Anyway, my review (I wouldv'e posted this earlier, but my computer overheated again):
Woah, a Link level! There don't seem to be many of these. Even if this wasn't a Link-only level, it would still be quite enjoyable since there's not only a small variety of enemies, but none of them are the overused Goombas and Koopas!
Of course, there are a few problems with the level. Firstly, if you don't want the player to jump over the ceiling, you should put two blocks above the section boundary:
The player can also do this in Section 2 to get the second key first.

Next, being forced to go through Section 2 again just because there's no door-warp leading back is really annoying. I could understand it if you had a door-warp leading back and made the player do some platforming that would send the player back if he/she missed a jump, but this just seems like it's here to pad out the level.
Another issue is that the pillar tops are solid blocks, which is unintuitive since the main pillar is made of background objects. The pillar tops should be made of jump-through-able blocks, like block-69 (you can always sprite-swap the block to be invisible and continue to use the background object as the graphic). Also, the fairy part (a small area in Section 3) is just gimmicky since that's the only fairy part in the level and since it is a really short part, meaning it doesn't add anything to the level. Plus, the fairy emblems are generated from solid bricks, which is random. I recommend removing the fairy emblem generators and adding a pillar in front of Section 3's waterfall.
By the way, this water-cube affects the player, even on land. You should remove it.
Plus, the other water cubes are half-a-unit too high.

Speaking of water cubes, the one above Warp 9 in Section 1 is a full unit too high and should be lowered or removed.
However, the biggest problem with the level would be Section 4. For whatever reason, you have a Rupee trigger the boss fight, which is awkward (just have the fight begin as soon as the player enters the section). Also, the fight is literally just two Birdo sprite-swaps in an empty room, which would be boring even if Link couldn't stab or down-thrust them to death. Lastly, the second Birdo sprite-swap is surrounded by invisible blocks, which is unintuitive; if you don't want the player to go past a certain area, use visible blocks.
Summary:
GOOD:
-Graphics aren't terrible.
-Music fits the level well.
-Block placement is okay.
--NPC VARIETY EVEN WITHOUT GOOMBAS AND KOOPAS.
BAD:
-The player can jump over the section boundary in places you didn't intend.
-Padding.
-Slightly unintuitive pillars.
-Gimmicky fairy part.
-Water on land.
--PRE-PROGRAMMED BOSS AI IN AN EMPTY ROOM.
In conclusion:
Although having pre-programmed bosses in an empty room is the most lazy design choice in all of SMBX, the NPC variety throughout the rest of the level helped to make this quite enjoyable. I'd say this deserves a 6/10.