I'm doing this in sort of a list format than a paragraph.
NSMB_PRO
Normal exit too close to the beginning.
First Powerup unnecessary because you have to get Mini Mushroom right after.
Mini Mushroom unnecessary, and the jump that requires it is too hard.
Cant get both streams of coins where you get into the pipe that shoots you up.
Floating coins are silly when not under water.
No Star Coins.
Too short overall.
To normal Exit: Blind fall, too easy to get 1up on flagpole.
To secret exit: Blind Fall, Secret Exit too easy to find.
Challenge: 10/10
Design: 14/20
Polish: 19/20
Total: 43/50
Ray
Don't put walkable ground below the screen where you cant see it.
Camera doesn't pan down enough, forcing you to make blind falls.
Crushing blocks unfairly set and too hard to get through. This is the case for the set of crushing blocks above the star man, and in the room with the star coin.
The secret exit is too hidden, with no indication that it's even down there.
Level is too random and doesn't have very much flow.
The various triggers that destroy blocks and make things appear are neat, and I like that there are a few different paths through the first area.
Challenge: 10/10
Design: 7/20
Polish: 15/20
Total: 32/50
GridAttack
There isn't much indication that you're actually making progress in the maze since each of the first three rooms look the same.
The invisible block coins under the first exit are too cheap and there aren't any hints to let you know to even try it.
The doors with the missing blocks under can still be entered if you stand on the very edge of the platform with mario standing mostly on air and pressing up.
The doors look silly with a magically appearing door that opens and closes, then disappears.
You can soft lock by ground pounding the block with the vine, forcing you to die and start over.
You cant hit the block with the vine in it from underneath if you're big.
Putting three blocks with powerups right next to each other is silly, too.
The invisible blocks under the entrance door to the fourth room are pretty cheap and not very intuitive that they're there.
Not enough time for the level.
There needed to be a midway checkpoint after the third room.
The warp point to the secret level is too hard to find, and can only be found by trial and error. If you make a mistake, you have to start the level from the beginning, which takes a while and isn't very challenging or fun once you know what way to go.
Challenge: 10/10
Design: 9/20
Polish: 18/20
Total: 37/50
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