What makes a bad level:
Spam. Huge stacks of enemies or lots of pipe/bill enemy launchers that don't exist for any interesting purpose other than to demand perfect platforming or luck.
"Trolling" the player. If I select it from a list and know in advance that it's going to be a lot of Syobon Action-style rudeness and unexpected traps then that's fine, but if I find it through 100 Mario Challenge (as many people will), I'm just going to skip immediately.
Invincibility "puzzles" (too braindead to count as proper puzzles). Giving someone a star and then making them run across a flat bridge of enemies or a bridge of Munchers, or making them do the same using the blinking invulnerability upon getting hit, is really boring. It probably won't make me skip a level on its own because that kind of level is usually quite easy and gives plenty of 1UPs, but it's still lame unless you change it up somehow. This is a million times worse when the required star is inside of an invisible block or other secret area.
Obviously don't force leaps of faith. Full-momentum bouncing jumps are pretty normal and expected, but if you are going to make the player land somewhere that isn't yet on screen, make sure to use a leading coin trail to tell them where they should be shooting for. Even just three coins to mark the expected apex of a jump arc is usually enough.
Unless you're able to use the mechanic really creatively or you need to take away a powerup at a certain point, don't force the player to get hit in order to complete the stage.
What makes a good level:
So many things it's hard to even put them all into words, but I'd say probably the most important is to always be conscious of your screen space. In other words, playtest and keep in mind at all times what the player can or can't see coming. If the player is supposed to travel in a certain direction besides just running to the right, make sure you give them a visual reason to try going that way. Consider what the player will see and experience if they take their time to analyze each obstacle as they get to it. Consider what the player will see and experience if they're trying to move through your level at max speed (unless you want to specifically prevent this, it's a good idea to allow an elegant path for a full sprint run. don't make a level that can be run quickly for most of it and then 3/4 of the way through add an enemy/hazard placement that unavoidably fucks over somebody who was making a jump at full momentum). Have friends play your level in person and observe them, or try to learn how to play your own levels in the ways that a new player might attempt to.
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