Koopster
DESIGN: 48/50
CREATIVITY: 28/30
AESTHETICS: 18/20
TOTAL SCORE: 94/100
Exceptionally well designed level, despite playing it safe for the most part and ending up being quite short (I'm glad you haven't overdone it, though!). The focus on ideas for each segment is very clear, and it never gets too overwhelming or spikes in difficulty. I honestly have very little to complain about this one. I guess I can say the background could use a better palette, but the athmosphere in general is neat.
lolyoshi
DESIGN: 45/50
CREATIVITY: 27/30
AESTHETICS: 18/20
TOTAL SCORE: 90/100
The BG was slightly too bright (generally just busy and ugly), and the overall structure could
have been smoothed out to play better (areas feel a bit too tight and you might feel slightly limited
in space). Though it's a pretty great entry. You put a lot of nice detail in it.
Noivern
DESIGN: 47/50
CREATIVITY: 29/30
AESTHETICS: 18/20
TOTAL SCORE: 94/100
Loved the exploration feel, loved how changing the water level affected the beginning areas. There were a few different gimmicks but they all tied into the main theme. I think the secret exit weakened the level a bit; it was arranged like a puzzle section, but the "solutions" were obvious. Manuvering with the shell in the last area was somewhat annoying.
Sinc-X
DESIGN: 49/50
CREATIVITY: 30/30
AESTHETICS: 19/20
TOTAL SCORE: 98/100
Incredible use of SMW's assets in every way. The main water gimmick is great on its own but even the net koopas and the Fuzzies are used wonderfully. I generally can't stand levels that have backtracking like this but you've executed it so well that I almost completely forgot. Stunning.
Rameau's Nephew
DESIGN: 46/50
CREATIVITY: 28/30
AESTHETICS: 20/20
TOTAL SCORE: 94/100
This hits the mark on pretty much all levels. The bulrushes look amazing, as do the transparent water effects, and the doors, though simple, are an interesting application of commonly used elements. The echo in the interior sections is simply the icing on the ill-defined pastry which emphasizes the level of detail and care that went in to the atmosphere of this level. The design doesn't disappoint, either--the level provides us with a wide variety of unique and interesting challenges which use familiar elements in innovative ways. The way in which net Koopas are used is particularly interesting, though it's not immediately obvious that the vines are climbable by them but not Mario. Nevertheless they provide a nice twist on a classic foe.
There are one or two setups that seem a bit off; the fish patrolling the door near the sinking platform seems like a bit of a tight squeeze considering the low- manœuvrability of the watery environment, at least until you realize the unexpected generosity of the door's hitbox. The final stretch of the secret path, though it generally makes a good effort of avoid frustration with the bountiful reset doors an mushrooms a-go-go, also has the the issue that it's not immediately clear what your actual goal is unless you almost manage to win the race, as otherwise the Yoshi-fish will eat the box without the player ever seeing it. Admittedly, it's kind of clear that you want to get to the other end as fast as possible, but what exactly you're supposed to do once you get there is considerably less obvious.
That said, all in all this is a well-balanced and entertainingly level, and an extremely impressive work all around. Mazel tov!
+ Well-balanced on all fronts
+ Some fresh spins on familiar obstacles
+ Nice attention to atmospheric detail
- Ultimate goal in secret exit race could use a touch more clarity.
Other: If this is the -tidal- temple, and the water levels are controlled by those glass blocks, I can only conclude that the moon is a cube.