Yes, I played every level you uploaded so far. I get that you're excited trying many of the unique assets that Super Mario Maker has to offer. The game's user-friendly interface and the endless possibilities certainly has you enticed in the world of many user-created levels. However, I didn't really enjoyed playing them. The overall experience on every single level of yours ultimately felt shallow for a few reasons:
- Reliance on enemy spam as challenge: Not only you have a tendency of spamming enemies, but you also used large variety of enemies, which made certain sections more of a "luck-based" affair and render your level unrecognizable among the crowd. Your very first uploaded level ever suffers heavily from this problem, therefore making it more of a luck-based affair than promoting some gaming skills. Thanks goodness it's also very short and I could beat it with a Lakitu's Cloud to cheese the entire level. The enemy spam is toned down in the subsequent levels, but they still pose problems. If you don't know how that's a very bad level design, the very first Mary. O's official course has you covered and I dare you to love it. Spoiler alert: you'll either quit or lose many lives even before you clear the stage.
- Reliance on poor use of Damage Boosting as challenge: Damage Boosting involves taking a hit in order to get through obstacles. There were some instances on your levels where this tactic becomes the most efficient way, if not the only way to get through the toughest sections. The stretch between the angry Wiggler and the final door in Fire Flower Castle, along with the Boo Buddies section of Yoshi's Airship rely on this trick, but they don't really promote actual skills and feels like a wasted opportunity.
- General lack of effort for level design: At the risk of sounding like I was being too harsh on you, I didn't feel that your levels were actually finely crafted. The aesthetics often felt average if not subpar in some cases, certain sections are being too tight for no reason whatsoever, Cape Mario being able to fly over the entire subarea of Yoshi's Airship. And there are more cases of rushed level designs that managed to make me cringe. With these problems in mind, I believe you didn't took very long to create a level, but getting most of them to upload might have taken more time than you initially thought and possibly died a few times during the upload process.
I'll give you some advice of my wisdom. Since you have a tendency to throw too many ideas on one level, therefore easily getting lost in the translation. There's not one idea that seemed to stand out among the crowd. I suggest you try to pick an idea or two, and limit yourself to a few course elements you'll actually ever need to achieve that purpose. That will help you to make your levels seem more focused and possibly fun if you manage to place these course elements in a strategic way. Remember, the fun factor is the most important, while difficulty should come in second.
Also, take care of polishing your levels once you've set everything else in stone. The more care you poured, the better your level will be perceived when players get to play. It can be fine-tuning the sections to make them more fun for anyone who would stumble on your levels, it can be making the level more aesthetically pleasing to our eyes.
Did you considered having your siblings, parents and friends on testing your levels before you upload them? You'll be surprised on how many design oversights you might spot when they get to play your levels and you also have an added bonus of receiving feedback among your peers. Do take their advice in consideration when optimizing your levels and you'll end up with a more enjoyable level.
I also saw that you played my levels, which I really appreciate. Yet, none of my levels received any star from you, therefore making me concerned about your preference. While it's understandable that some of my earlier levels aren't exactly up to my current standards, I swear that I actually spent a fair amount of effort on fine-tuning my levels to ensure they're fun and rightly challenging to a wide variety of players. So, I went to your starred levels and played some of them. A couple of which ended up being star-worthy because I feel like they're actually fun to play and don't feel like to be a waste of time based on my preferences.
Keep in mind that if you star well over 100 levels, the older ones will be removed from that list, but you can star them again. You could also write down the ID of your favorite levels somewhere or even download them to your heart's content. It's best not the use the star system as your "favorite", but more like of a "Like" button. No need to be stingy with the stars, since no level can be perfect for every type of players involved, but there's bound to have some good time, especially when you're looking at the right places.
Whew, I wrote quite a lot here. I hope my feedback is useful enough to enhance your Super Mario Maker experience even further!