Alright after a combination of some delay (job hunt sucks) and playing other stuff i finally got around to all of your levels!
Save the Crown: Giant Claw (eternal sunshine): First thing's first...that is not medium difficulty platforming.
For the most part, i feel it's a pretty well designed course. The only thing i'd say is i don't think the 35 coin condition is needed when the level itself is quite the trek. I was going to grill you about checkpoints as well, but for how easy it gets after that last falling icicle jump i think you're good. Pretty well done!
Randy's 1-2. (Butternubs): Not a mindblowing level in any sense of the word in terms of creativity, but that's okay. Not every level needs to be a innovative masterpiece. I enjoyed it and for some reason the Sumo Bro at the end constantly jumping back into the claw made me feel like his eyes said "just ****ing kill me already.* Enjoyed it.
Land of the Giant Koopas: (Pay Carl) Gonna be totally honest, i thought this level was pretty bad for a multitude of reasons. For starters, the giant koopa's hitboxes are kinda screwy, so even if it looks like you can hit them, you die. Secondly, there's not enough guidance on where the koopas are, and if you miss a couple you're screwed and have no way to change course. Third, the intended setup to continue the level can wipe all the koopas waiting at the bottom out, leaving you to die. Fourth, it's incredibly hard to tell what exactly you're supposed to do when you get to the bottom. Levels are okay if they're challenging. But there's a difference in being designed to be as such (like the claw level), or a level that leaves the player having to do trial and error multiple times because of poorly designed mechanics. Feel like this would work better with a cape or tail, something to give you more control in the air. And then maybe you can add like spike walls to give it more precision.
Verti (Josepho): I really enjoyed this one. A wall kick based level that didn't make me want to scream. I like how while it's one big level, it's broken up into several smaller mini-challenges. Takes a mix of platforming and thinking how to progress. Nice job!
Segreta Gratino (Josepho): Very similar idea to the first level. Big level, but broken into a multitude of smaller challenges. Some of them that are easy, others not so much (the tornados, man. I think the entire community is about done with how janky they feel)
Overall, i think Jo's levels were the best of the bunch. While they don't look the same on paper, they both follow a very simple design philosophy but then amp up the complexity by breaking it apart.
I plan on getting going on a new level soon. Thinking a water level since i've never worked with that theme/tileset.