I playtested a little bit of your level, Jumbo, and I'm giving you some tips:
- First things first, delete some decor. This way the level stays faster to load, platforming gets easier and it stays clearer to see what's ahead. It also can give a "dead" feel, since the title of the level is Dead Castle. You can also add some little items (disabled skulls) so the atmosphere can get even better. Use more vines and twisted branches and use less trees and colorful stuff.
- The level is kind of... bland. The tile selection in all areas is amazing, but after a while it just stays boring: the same tileset, the same enemies, the same vegetation... Don't stick to the regular straight path; add new stuff in between so the player can pay attention to it.
Or basically what Shroom said down here.
Supershroom wrote:- If I remember correctly, some of your critique on your 29th LDC entry was "I'd like to see more breath-taking gameplay elements". There are indeed ways to make more of the hallways than just going forward. Timed caps as I've mentioned before, being chased by a very few bullet bills, having obstacles in the way as e.g. flipping platforms or figures made out of blocks. Take a look at Into the Depths, one of the most addictive levels in history.
That's it for now. Maybe I'll edit this post with more hints for you
maybe.