Potatosack: Nice level! Short and sweet. Nothing ground breaking, but it doesn't need to be. Takes advantage of srb2's mechanics well enough and feels like it could be a full stage if fleshed out. Though with that being said, I really enjoy the amount of foliage and detail that this map has. I quite enjoy the use of different textures for the floors and terrain so things don't feel quite so stagnant. I imagine this took a while to pull off, but I like how it turned out. I suppose I would like to see some more stage mechanics pushed further, but I enjoyed it nonetheless.
Dylandude: Seems like a great idea/start for a level, but way too short and can be cleared in a few mere seconds. A little disappointing, but I think holds pretty good promise. I enjoy the attention to detail for using the checkerboard pattern for the flooring, but because of it looking similar to the walls, I sort of wish you either used a different color or a different dirt texture all together.
NJ: Nice simple level. Though that slight hidden area that gives you a life but seems to completely traps you is a little annoying. It halts my progress and forces me to go through the stage again. While not long, it's very unnecessary. Adding onto this, I wish you had used the goop mechanics for more than just a monitor or so. I would have loved to see you use the goop alongside the turtle bouncing enemies for use with different paths that change how progressing through the level feels. But the potential is there, and I enjoy it.
GoldenB4: I really enjoyed this section. It feels like it could be part of some larger whole of a RVZ themed level. The ascension in a tower like fashion feels fun, and I like the use of the platforms, springs, and enemies. The only issue I suppose I have with this level is that the first set of horizontal yellow springs to that diagonal spring sort of feels like a pace breaker? Maybe I'm doing it wrong but I can never seem to chain those together with someone like Sonic/Knuckles/Tails who don't jump high enough normally to just naturally get up there. I sort of wish it was a little lower, or there was more space to run up to gain a nice slope jump. Which, speaking of slopes, I love that this little level is comprised mostly OF slopes! It makes it feel appropriately Sonic-y. Overall a very pleasant experience and I wouldn't mind doing it over again.
Lach: Really awesome concept! It would be unfair to say the mechanic wasn't pushed enough (since it was only 24 hours as a limit) but for what it's worth I like what's there. I sort of wish there was a way to get "unstuck" to one of these things though. Sometimes I end up circling around it more than I wish I had to. My extended thoughts on this do not change. I wish I could see this expanded a bit more. I love the concept and was saddened to see how short it ended up feeling. I suppose if there was one critique I'd say I might have is just in that in some areas it feels harder than it should be to line yourself up for the correct angle you want to use. As I became more acclimated to the mechanic, there were still only one or two instances where the level geometry made it hard for me to get the angle I wanted. But the rest of the time it feels like it works entirely as intended.
Marcos: What you have might be kinda cool, but the whole set piece can be skipped because a buzz that seems to start going for you in the beginning if you have a well timed jump/enemy bounce. Visually it looks neat though! However I am not the biggest fan of there being enemies in the dark that you cannot see. If it were possible to restrict enemy movement or affect invincibility, I wish that you could not get hurt in the dark, because it kinda feels super unfair to be hit by something you absolutely cannot see.
Razec: It's... not bad. Kind of average I think. Not offensive but nothing super standout either. I apologize, I don't have a whole lot to really say on this one. I wish this little section had a stronger core mechanic to work with, since right now all the hazards of the stage feels disconnected. My recommendation would have been to focus on one kind of level theme/gimmick and see how you could have used that to your advantage. For example something that would have been cool is to have the fans and laser dodging be part of the level, or design it in such a way that how you approach it is different when you flip the gravity upside down. I can definitely see how this can be expanded.
GomaTheMascar: Like this little level! Things seem pretty neat, though the last segment feels a little punishing, especially compared to the rest of the level. Especially for those who have no means of a thok or a way to stay mid air. I would have removed the enemies personally and I think that segment would be fine. I know the challenge was only 24 hours so I don't want to seem too harsh. However outside of that I would say this one was fun to play. The broken door gives me the impression that things aren't quite right in this area, but it's the only instance of it? If the split open door was meant to imply a break in or potential broken down facility, it would have been awesome to see this reflected in the level visuals a bit more. But also I would probably change the smog enemy to be over a safe to fall down pit instead of lava. However that's incredibly minor, and not a big deal. Overall I am fond of this level.
Kaysakado: Visually neat, but feels completely unplayable. Feels like tails is required to get through this area. Having more decent ground to stand on would have been nice. Without any form of thok this area seems like it would be impossible. It's at least a visual treat though. I like looking at it just not playing it.
Zipper: Despite sharing some mechanics and slight visual elements from something like Marble Zone in Sonic 1 with the purple supports and lava, it still feels like its own unique location in a way. Honestly the only critique that comes to mind is that it's too short and I want more of this. Basically I love this level a lot. It has clear progression, and feels well thought out. Maybe the the mechanics could have been pushed a little further, but I'm still walking away from this wanting more but satisfied with what I have so that's good. Please make more levels.