Supershroom - "Mario and the Orb of Morph"
Fun: 1.5/10
Sorry dude, but that level probably had only one fun thing about it - The Koopa Troopa underwater shell challenge in the third level. Otherwise it was absolutely gut-wrenching just trying to get past what you have put in the level. But let's take the fallacies a step at a time, starting with the first of the three levels.
(The loading time for that level was ridiculous high btw, as mentioned in 'Other', though I'm not deducting points for that here, only in 'Other'. I'm letting you know ahead of time for clarity's sake that each death/reset is actually a seriously long and annoying hike to wait for the level to load. Take that into consideration as you read how many times I had to reset the level because of the mistakes you've made.)
Let's start with the first error of the day that will become apparent in all of your levels; duration settings. The duration settings for that first switch was untouched, and as a result it was practically impossible to keep the switch-triggered block there and get to the door at the same time. Thankfully, I was still able to get into the door by just standing on the edge of the tiles next to it.
Next error:

This place in the level might look familiar to you. The left and right branching paths are reachable via the FLUDD you gave us in the level, and quite frankly you should've just blocked them off instead of allowing the player to go into the outside water and below, forcing the player to reset. There wasn't much wrong with the first level aside from its linearity and lack of platforming, which wasn't too great either mind you.
The second level was probably where the frustration began. First off, the thwomps and bullet bills really do not need to be as fast as you set them. Second off, mind the distance the rotating platforms cover. It can get really troublesome. Third off, those flame throwers in the passage to the invisibility star had too fast of a cooldown. A lot of the times damage seemed unavoidable, often resulting in unfair deaths.
The left and rightmost transitions also really need to be fixed. If you try entering the transition while on the top half of the way to the transition, you can skip the entire passage. This transition glitch has been used before, and I'm not sure if you intentionally wanted it (you probably did not), but it happened. To be honest, some part of me was glad it was there, since the passages to the stars were very frustrating anyways.
Speaking of the passage to the metal star, please, do me a favor and replace the quicksand with an empty hole. There's literally no difference except it's far more frustrating because I would get stuck before I even got in the quicksand, and end up having to reset again. And why not just have an empty hole in the first place? This is a sunken ship, not a desert. That quicksand was far out of place.
Oh, and fix the durations on the invisibility and metal stars. Having the default duration is incredibly inconvenient and made me reset my checkpoint for the 27th time.
So after moving my checkpoint yet again to just skip those two challenges, I went into the pipe, and now I'm freeeee.... free faaallingg... No really though, what was the point of that freefall passage? I'm very confused.
Well anyways, I got to the second checkpoint. Except I got there by completely skipping two signs that I was interested in reading, forcing me to reset and change my position again. No seriously, test your levels please. Look out for those kinds of things and make sure the player lands on the mushrooms instead of sailing completely past them.
Then the boat rides. Christ, those boat rides were not hard. They were ♥♥♥♥ unfair. Not only did you compliment forced damage with the flame throwers activating RIGHT OVER ALL THE SPACE IN YOUR BOAT, but you have very fast reloading bullet bills that were near impossible to avoid, scalding water with a ceiling so low that it was a nightmare recovering onto the boat, and etc.
And then the waterfall...
Supershroom wrote:Supershroom: "The water here isn't hot anymore since there are no flames or shiny lights here. Just swim beneath the ledge and ground pound down the waterfall."
AHAHAHAHA SURPRISE AT THE BOTTOM OF THE WATERFALL WAS ACTUALLY BOILING WATER!!!!11!!11 MY BAD, OH THE IRONY~
And if you didn't land on the boat (which wasn't there in the first place, mind you), it was impossible not only to climb back on it (because you'd be dead) but also impossible to proceed period. The cave wall was too high in the next transition.
Then you have this stupid boat chase where there wasn't even boiling water, but if you fell in the water you were dead anyways. No seriously, it's impossible to climb back up out of the water if you miss the boat, forcing another reset into the level designer. It also made me wonder why the lava tiled and the ice tiled areas were the exact same challenge, as I was expecting more variety or even somewhat of an opposite contrary to the lava tiled area.

Speaking of that area, there's also these rotating platforms that would sometimes crush me into a wall, but instead of causing damage they would teleport me to outside boundaries or areas where I would have to... you guessed it, restart the level yet again. And then move my checkpoint, yet again.
Third level, oh boy. There's a lot to say about this one.
First off, ♥♥♥♥ the blue challenge. The four platforms were a unique challenge, but they disappeared as soon as they were open to be jumped on, resulting in an impossibility right at the beginning. TEST YOUR LEVELS, and extend the count of those platforms by 30 or something while you're at it, since I did just that and it was finally passable since they didn't disappear as soon as I got to them.
And there you go again adding that tar on the stairs, resulting in the same issue I had with the quicksand. I had fun with the Koopa Troopa challenge later in the challenge though. Too bad I had to reset my checkpoint position YET AGAIN just to experience it, forgetting that it was a timed challenge and I had to reset yet again just to put my start position at the end of the challenge.
Green challenge contained all the things I criticized the second level about, so after one attempt I literally just deleted the red coin you supposedly got after completing it.
Yellow challenge... ugh. First impression was, 'finally something unique'. What ended up happening was nothing unique at all. It's cool you made a maze where you had to navigate with literally little to no coins to give you enough time to complete it (yes, it was practically incompleteable, add some more coins please), but to be honest that challenge was not very unique at all. I was really looking forward to mixing in elements of the invincibility star and maybe some destroyable blocks for a puzzle-like platformer challenge, but instead the entire challenge could've been done without the invisibility cap in the first place. No really, just remove the invisibility cap, the wire meshes you were supposed to go through, and the challenge remains exactly the freaking same.
After experiencing the horrors of the first three challenges I didn't even want to bother with the red challenge, especially after looking at it from the level designer. Just no.
So there I was again moving my start position to the pipe (how the hell do you reach that even??), and I entered. That block chase, I had a total of one deaths in it (thankfully). That first death came to me in less than a second upon entering the block chase though. Seriously, FOR THE LOVE OF GOD TEST YOUR LEVELS. Give the player more reaction time there, please. On the contrary, if that little reaction time was intentional (I really hope that wasn't), then I'll change my criticism to 'a real ♥♥♥♥ move, pal'. Otherwise it wasn't too rageworthy.
And then after that random block chase... At least you gave a good plot twist, wasn't quite expecting
you to be the villain, though there's a lot of loopholes and lack of details in the story.
However, you probably should've changed the ending to 'And Mario couldn't save the kingdom because Supershroom made the boss fight practically impossible due to the lack of coins and large distance needing to be travelled to reach the metal star'. Because that's exactly what happened, so Harmless had to place more coins for you.
Then when I reached the pipe, guess what happened. You forgot to set the destinations of the pipes in the first and second phase of the boss fight. So I skipped all that and got a happy ending of finally being over with playing those levels.
And now, for the recap. Trust me, those levels were very, very frustrating. If there was one thing I would recommend above all, it would be to test your levels, even in ways that seem impractical or against common sense. Make sure that durations are good enough to complete the level. Make sure these jumps can be made without a whole lot of worry for other players. What would the other players think if I set these bullet bills so they take forced damage? Keep those kinds of details in mind, please. Make this especially enjoyable for the player, not just yourself.
tl;dr Fix the everything that made me blow my capilliaries mentioned above. Your score would likely increase dramatically on a non-LDC review.
Graphics: 3.5/5
Well, at least it looked nice. Sort of. The first level probably looked the nicest, it was simple, had a relaxing atmosphere, and no cutoff was seemingly present. The transition from the jungle tiles to the rock tiles was a little weird though.
The other rooms in the castle were a nice touch, but I was honestly expecting more variety in backdrops and background.
Second level. There was a bit too many complicated mix of tiles and it was hard to keep my focus on the action sometimes. Also, the fire tiled and ice tiled areas mentioned in the boat ride section of the second level looked really out of place. Why would they be in a cave of all places?
Decor was used nicely in the second level, however. The water overlapping near the second checkpoint was sorta weird though, but there wasn't much you could do about that I guess.
However, the third level I'm extremely confused about. The decor in the challenges was so out of place it was weird. What gave you the bright idea to include trees and vegetation in the red challenge of all places? Ah well, at least the final boss areas looked decent, though I'm wondering why you exposed the snowy trees entirely. Those certainly felt out of place.
The room before the final boss was also completely bare. Not sure why.
And that's really all I have to say about that. This certainly was a lot shorter than the fun criticism.
Other: 0.25/5
Good:
+ Personally Newer SMB isn't my cup of tea music-wise, but some of the musics fit the atmosphere nicely. Some of the musics really did not fit the atmosphere nicely though, like the NSMBWii Ghost house music in the sunken ship. Just give us the normal version next time, not the one with an invisible yoshi screaming in our ears. (+0.25)
+ No seriously, that was a decent plot twist. It didn't help points in the Fun category, but certainly helped here. (+0.75)
Bad:
- I have a serious question for you. Why did you leave so much unused space in the level?? Instead of expanding left and right and creating more unused space, its recommended you just fill those in, making sure the camera doesn't exit its boundaries of course. But really, your statement about the unused space in the LD vault backfired on you completely, as I got at least 5 crash warnings through all three levels combined. There was also far more loading time because there was a lot of unused space, to be honest. (-1.5)
- Don't rely on us to move every single thing for 'checkpoint' sake in the level editor. I like checkpoints, don't get me wrong, but use a warp pipe or something instead of being lazy and expecting us to do the work. There were even some times where it took me longer to 'load the level, then find and move my start to the checkpoint' instead of just playing through all the frustrating bits and getting there myself. (-1)
- Regarding primarily the third level, why the hell did you just add pipes to kill the player instead of just fixing the issue on your own? 'If you use up all your coins in the first room of the third level, just enter this pipe and reset! No harm, right?' Just add a ♥♥♥♥ metal cap at the start. (-0.75)
- You added plenty of water, I fail to see how it is part of the theme or the plot here. The orb seems to grab the spotlight, and water seems very irrelevant in the story. (-0.5)
- There's several grammar and spelling mistakes in the signs. It's not too major, but something still worth noting. (-0)
Total: 5.25/20
You heavily, heavily blundered with this entry because you did not test your levels enough. Sure, there was a lot of criticism in the Fun Category, but there's also important criticism regarding the Other category. A lot of these mistakes seem to come because people do not test their levels enough. As the creator, it's your responibility that the levels work, and that they do not frustrate the player with out of place quicksand, near impossible challenges, and missing of the theme. If you think I'm harsh, I sort of am, but not nearly as harsh as some other judges. Point is, take this criticism into serious consideration for future levels. Trust me, it will help.
I understand you worked hard on it. That is no excuse for overlooking important flaws in the level, however. Don't let it get you down though, mistakes were made to be fixed.