I'm missing some SMBX files so I cant play the invasion 2, I can only use the level editor. So yeah.
That's weird. Have you tried reinstalling SMBX
? That's the only thing I can think of that should fix that.
Anyway, my review:
First of all, I'd like to question the title: why is it "The Legend of Peach" if Peach isn't a central character? I know that this is inspired by Ocarina of Time and that Peach and Zelda are both princesses, but Zelda was always more than just a damsel in distress; even going back to the first Legend of Zelda for the NES, she was the one who broke the Triforce of Wisdom into eight pieces to prevent Ganon from getting it. With that said, what does Peach have to do with this "episode"? It's not like she's who you have to play as since the screenshots (and even the in-game dialogue) indicate that you have to play as Mario. Plus, nowhere in the level pack is it indicated that Peach is significant to the plot of the "episode" at all.
Also, the zelda-item sound replacement provided is pointless since it's almost exactly the same as the one that comes with SMBX.
Anyway, I played the levels in the order that you listed them, so I played the grass temple first:
The grass temple's boss wasn't anything special; it was just the commonly-used Koopa Bros. sprite-swapping Ludwig in a flat, empty room with a vine that would occasionally disappear and reappear.
Also, in (almost) each temple, you have power-up generators near the chest that the player gets his/her first one from (and a few other places throughout some levels). First, I recommend adding a pipe so that it doesn't look like the power-ups are coming out of solid ground (or ice or whatever). Second, I recommend decreasing the delay to at least half of what it is now so that the player doesn't have to wait so long to be fully powered up.
On to the water temple:
For starters, its rules don't make any sense; why would a door being underwater cause it not to open? Furthermore, why would a pipe not
being underwater cause it to be inaccessible? I think it would be much simpler if you built the level around the raising and lowering water gimmick so that the warps you don't want the player to enter become inaccessible after the water is raised/lowered; you did it a few times, so I'm sure you'll be able to do it for all of the warps. Plus, it would allow you to replace the locked pipe with a locked door, and this would be extremely beneficial because locked pipes are unintuitive as heck! I missed the key on my first play-through, and I seriously thought that you simply forgot to put a warp there at first. The least you could have done would be to have a sign in front of it saying that it's locked.
The difficulty of the water temple's boss is difficult to determine. On one hand, it's a relatively large SMB1 Bowser sprite swap, and since SMB1 Bowsers throw hammers at semi-random intervals, it can be near impossible to time a jump over one, especially one as large as the one you used. On the other hand, once the player makes it over the SMB1 Bowser sprite swap and grabs an ice block, he/she can just hold it next to the SMB1 Bowser sprite swap, causing it to take multiple hits and be killed almost instantly. It's more luck-based than skill-based, honestly. Also, why did you choose to have the star appear to the right of the boss's platform instead of above the center? Having it appear near the center of the stage is more convenient for the player.
On to the fire temple:
The difficulty of the fire temple's boss is entirely dependent on how long the player can keep the fire flower. If the player loses it, then it can get quite difficult to dodge both the boss's attacks and the flames from the Venus Fire Traps, especially when a second one is generated. If the player can keep it, the only challenge will be centering himself/herself onto the grass sprite swap in order to pick up the bomb:
Also, you didn't give block-575 its proper mask sprite, so it has transparent areas when played in SMBX 220.127.116.11.
On to the earth temple:
This temple's song wasn't in Ocarina of Time, and you didn't properly label it. In fact, you didn't properly label any of your custom songs! It really bugs me when people don't label their custom songs because it's not that difficult to do and because music is just as important to levels as its custom graphics, which the community puts more emphasis on crediting for some reason. Anyway, my question is this: where are your custom songs from?
Anyway, the level:
The boss is annoying to fight because not only does the player have to go and hit the switch to spawn a shell each time, but launching the shell up the ramp just causes it to ricochet off of the corner in the ceiling, meaning the player has to throw the shell over the ramp in order to damage the boss.
Plus, defeating the boss does nothing.
The only star in the earth temple is the secret star.
On to the sky temple:
First, I'd like to say that the way you indicate invisible blocks in this level is quite clever.
Now, I'd like to point out that these two pipe transitions are completely pointless. Both can be removed and the level would lose nothing. In fact, removing the pipes and their warps would make the level more streamlined.
And now, more serious complaints:
And now, the boss. At first, it may seem tricky because of all of the bat sprite-swap generators, but simply standing in the far corner will block the generator there and will also prevent the others from being able to deal damage:
Also, because the player has to fight the Mother Brain sprite swap with a mushroom block sprite swap, the player can't break the boss by simply holding the weapon beside it to deal multiple points of damage, so good job there. However, since you have it drop down into the clouds after a few seconds, the player will barely be able to deal two points of damage to it per appearance, forcing the battle to take longer than necessary. Plus, it's still possible to throw the block through
the Mother Brain sprite swap to deal 3-4 points of damage, but that forces the player to take a hit. Also, its effect sprite doesn't display correctly:
On to the shadow temple:
The shadow temple's boss is the most disappointingly easy boss in the entire level pack; the only thing special about it is the fact that it's the closest that the level pack gets to the title character making an appearance. It's even easier than the grass temple's boss; at least with the grass temple, the Ludwig sprite swap is relatively difficult to jump over, meaning the player would either need to time bounces off of it or time being able to grab the consistently vanishing vine. In contrast, the shadow temple's boss is literally just three Mouser sprite swaps that the player has to fight in a row, and the Rinka sprite swaps don't make the boss any more challenging.
Although you have a few neat ideas and some clever puzzles, the levels are ultimately brought down by all of the numerous design flaws/oversights. Hopefully, you won't make these same mistakes with the time temple. If you do fix the levels' problems and keep the time temple from having any new ones, this would be a neat little hidden gem on the forums.
Also, I went ahead and moved this to Projects since, as you wrote, it's incomplete.