@SMWKing2000: The claim has been added.
@Scrydan: Thank you for that. Glad it is working for everyone now.
@BMM: Ah, sorry to hear that. I guess you could perhaps include some moving spikes if you don't have those already. I feel they could be pretty cool for some sections later on.
@OhHellNo:
Problems
-Level 10A: Screen F: Some minor slowdown here.
-Level 10A: Secret Exit: You can generate quite a few layer priority oddities by jumping inside the secret passage. Either make the walkthroughabout tiles have no layer priority or make the other tiles have layer priority.
-Sublevel 4A: This BG is missing the candle generator things. You can either add that generator or remove the places where the flames will go.
-Sublevel 4A: Just an aesthetical detail, but I'm not too much a fan of the way the vines are set up here. I think you shuold just have the types of vines that don't go "inside" the castle blocks and other vines that just stay "inside" the castle blocks. I feel having vines that are outside the castleblocks but then go inside is a little odd and generates a minor perspective issue.
-Sublevel 4A, Screen 5: Not too much a fan of the thwomp setup here. I feel it's a little awkward. Perhaps moving the spikes here would be better I think.
Suggestions
-Perhaps
this could work for music? Might be a little dark though.
-As for the name, how about Detritus Debris or, a bit simpler, Rubble Ruins?
Review
This level is fantastic. I'm impressed.
The level had good aesthetical choices throughout and the level design remained fresh and challenging throughout with no unfair segments in there. This would probably be on my "favourites" list for levels I think. You've done a good job.
92%