Adding on a bit to Rameau's Nephew's comments: (read: I would have posted what he did if he didn't)
1-2: I'm not sure I like the way some of these saws go off the top of the screen, because it makes it kind of unclear when it's safe to jump to the next platform. It encourages me to wait and observe how long they're off-screen, but since this is a scrolling level, there isn't much time to wait and observe.
2-3: This looked awfully complex at first, so I waited at the bottom of the screen, and eventually all the saws exited stage right. In that sense, you could say it's a bit underwhelming in the end. It makes the level have a kind of "stop and go" feel where the "stop" parts involve just waiting around (as exacerbated by the parts where the camera slows to a standstill).
7: This feels like spike overusage, and it feels like there's not much going on here. Also, it seems players are guaranteed to miss the smwcoin the first time around as it mocks their ignorance of the level layout.
9: At this point I was kind of tired of seeing line-guided enemies and broken pipes dominate the stage.
A/B: Pretty much the only line-guided setup I enjoyed. It stays on screen, gets in Mario's way while at the same time providing some leeway, and is integrated with the architecture moreso than others.
B: I didn't realize this was an arrow the first time around. The stem seems too short and wide compared to the head.
Reversing the polarity in the second section is a nice idea, I think.
Overall, I think the emptiness of the level is extending a bit too far into the gameplay department. If you can address that, I think the level will benefit.
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
1-2: I'm not sure I like the way some of these saws go off the top of the screen, because it makes it kind of unclear when it's safe to jump to the next platform. It encourages me to wait and observe how long they're off-screen, but since this is a scrolling level, there isn't much time to wait and observe.
2-3: This looked awfully complex at first, so I waited at the bottom of the screen, and eventually all the saws exited stage right. In that sense, you could say it's a bit underwhelming in the end. It makes the level have a kind of "stop and go" feel where the "stop" parts involve just waiting around (as exacerbated by the parts where the camera slows to a standstill).
7: This feels like spike overusage, and it feels like there's not much going on here. Also, it seems players are guaranteed to miss the smwcoin the first time around as it mocks their ignorance of the level layout.
9: At this point I was kind of tired of seeing line-guided enemies and broken pipes dominate the stage.
A/B: Pretty much the only line-guided setup I enjoyed. It stays on screen, gets in Mario's way while at the same time providing some leeway, and is integrated with the architecture moreso than others.
B: I didn't realize this was an arrow the first time around. The stem seems too short and wide compared to the head.
Reversing the polarity in the second section is a nice idea, I think.
Overall, I think the emptiness of the level is extending a bit too far into the gameplay department. If you can address that, I think the level will benefit.
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART