It's easy for the flaws in this to take all the attention. Your use of ambient sound is, not to put too fine a point on it, bad. Why does the rain make no sound in the forest? Why does the water never make a sound? What is with the freaky silent water in this place?! And why do I hear a creepy electrical buzzing in the village?
Poor ambient sound quickly kills the atmosphere that your beautiful tilesets could have created. Plus your music is too loud - download audacity and turn the volume down on your music!
There are a few points where a lack of attention to detail shows through - I noticed the grass changes on the far right of the village when you enter and leave the house.
The way you combine tricky jumps with monsters in the early parts of the level is just mean. Trick jumps are hard, no matter how good a player you are, and putting a lot of them with tiny landings between saves is just mean. Add the purple water monster and I almost rage-quitted at that point.
What I'm circling towards is that this has a lot of the flaws of a first level. There is no plot, basically. It pretends to have a plot but there isn't one. Your use of obstacles is a little too far on the side of hard in a level that requires so much going back and forth. I'm a good player and I enjoy the challenge but I could feel it hovering on the edge of annoying - overcoming the challenging climb at the left side of the desert only to find I'd wasted my time as I hadn't yet collected a required upgrade to benefit from doing so was irritating. Lack of attention to detail with graphics and especially with sound is a killer.
On the other hand, this is a first level, and I'd be lying if I said I hadn't made most of those mistakes myself in my first few levels, plus a good dollop of ones you avoided. You show promise, so while I know this post is mostly negative, I would stress that you shouldn't quit; keep designing, keep learning, and you'll be really good at this. Your tilesets are fantastic; this is one of the best arrays of original tilesets I've seen in any level and it's clear you have real passion and talent for that side of things.
So while this may not be the fabulous level you dreamed of it being, that doesn't mean it was a waste of time. Its a necessary stepping stone for you to become a great designer!
So if I may, I'd give you the following advice:
- Attention to detail! Especially concerning sound! Water and wind are noisy; putting the right sounds in makes the level engaging while missing them out will ruin a whole level.
- Be nice to your players; remember, as a designer your goal is to let your player have fun, not to compete against them or try and beat them. In your levels you are God, and God could easily beat us puny mortals if he really wanted to. But players don't want to be beaten, and as your aim is to entertain the player, you have to give them a fair bit of what they want!
- Don't pile on challenges to excess. Trick jumps are nasty enough; you don't need to combine them with monsters. And tone down the difficulty of screens and sequences that a player will have to pass through more than once.
- Persevere; you have the makings of a great designer so while I suspect a lot of people will be critical of this, it doesn't mean you should give up. You have to get burned if you want to learn to juggle fire. Cue that inspirational song from Chitty Chitty Bang Bang!