Review of SMW Beach Level
Well, it's a beach level, and according to the title, it sounds accurate. The first screen of the level makes me promising that this is going to be a good level. BUT THEN in the next screen I see a SMW grass tiles under the beach one, where the 3-up moon is here, and it looks unfitting, best to replace them with the current beach tileset. Further, after few more screens, we see blocks, which two of them feature power-ups, which shouldn't be because the gap between the first power-up (which is in the start) and two power-ups are very short, I suggest put one power by one in each 15-20 screens a.k.a. each minute of gameplay.
Anyway, this block covering waterfall has no end tiles.
Also when you enter the waterfall, there is a pipe in the next section but there's no warp added. Dunno if you forgot to add it or just did this on purpose.
Anyways, after the waterfall you see the midpoint, yep, it took 30 seconds for me to get into the checkpoint. Whathever the length of the level is, it's too short to have a checkpoint and needs to be placed much further. Anyway, furthering the next screens, there's a part with pipes and water, which is just a background objects, because jumping on it doesn't give you a power to swim, I prefer adding the water fill and put invisible blocks near the pipe to the player that can get up to the pipe, OR remove the water BGO instead.
One of the pipes has a warp, which leads to the section including a Hammer Suit powerup. The inside is covered by beach tile as background object, and since there is no water BGO while there is some water fill and out of water position, so I suggest adding water BGOs here.
This screen shows how much the user spent the effort into adding water fills on 3 bubbles.
But seriously, 32x32 water fill is enough to put on each of the water bubble. Also I suggest for the bubble on top right to put much lower, also the cheep cheep is better to removed since you could get a hit from it.
Further on, we see some bridges tiles, but before that, let's sneek into the palms and get a key hidden from a invisible block. In fact, there's invisible blocks covering in leaves, and I dunno what's really the point, rather just leave the key block only invisible. Allright, so with the key, I can use it to break the weak-ass beach tiles to let the path free to the pipe just for 3-up moon. The poison mushroom has no point to be added here.
We get into the pipe, which is a cave section. The cave section seems pretty decent so far. There's that one screen where you jump outside to see Kirby relaxing in the beach. The problem is that once you jump in, you can't even get out, since there's no entrance warp here. After that, you get to the pipe for the end of the level, with some good decoration and possibly adding the exit which doesn't connect to goal BGOs itself.
Overall, this looked like a nice SMW level, with some well placed decoration in some screens, but there's some cons that downgrade the level likely, like missing entrance warp and leaving water BGOs without the filler. With that, the level should've been much longer with some more creative elements, just like what you did with the key to use to break the wall. So better do more of your levels and you will improve your design skills. As for now-