Before I drop some feedback, here's a quick bit of advice: Give your levels a distinct name. I have about 70 Level.lvl files in my folder and replaying levels gets kind of a hassle.
Anyways... this was... nice? It's certainly wacky and unfocused, but the level shows that you have a good grip of the engine and what you can do with it. Even though the challenges aren't polished, they're varied and each area feels different (which, sadly, isn't something I can say about many levels around here). I enjoyed playing the level as a whole.
Anyways, on to more detailed and specific nitpicks/feedback stuff:
You say everything is placed for a reason, yet I have not discovered a specific use for the mushroom block near the volcano lotuses. Going off the phantos warning me about the bullet bills, too, I would've expected traps to come with a warning in form of a phanto. Things like the invisible blocks (good lord has it been long since I was trolled by one of those) and the line-guided grinder could've needed a bit of a warning, for the sake of fairness. If it wasn't for the coins telling me about the vase, I would've had to commit sudoku after missing the grinder.
There's actually other setups which let you show the player what they need to do. I'm gonna go a bit on a tangent in the topic of "show, don't tell" here. Signs addressing the player kind of kill the immersion in the game, so what you usually want to do is convey your ideas through clever placement of your objects in a level. Here're some examples:
With a setup like this, the player will know that hitting the plunger will cause the grinder to make its way onto the line rail. They don't need to read a sign first.
Without the need of a toad, this teaches the player that there are clues for traps laid out by the enemy. It also lets you come up with more complex setups which the player would normally not see coming. Imagine sudden bomb rain once the player passes a certain area.
The boss fight was cool. I like the arena. My only problem with it is the random koopa which sniped me for no apparent reason :v
Wolvergrad wrote:Some of them require a bit of thinking, which employs the use of the items scattered in the surrounding.
This level is about experimenting first(with the traps) and then finding a solution to pass it
I like this concept, but sadly I wasn't really able to find any applications you had of it inside the level.
Anyways. There's my two cents. Are the minions of Wart really called the 8-Bits? I kinda expected either of these 8-Bits to appear (the enemy or the graphics):