Oh boy, here we go.
From the first jump I found myself instantly perplexed with the backround, having to discern whether or not it's the slanted grid moving or the chains. I Paused the level as a result and allowed myself to take in the surrounding of the first couple frames. The player will discover extremely detailed block designs consisting of all block, fading and line designs and a backround that has created an optical illusion which is sure to be beyond their comprehension. As I went through the rest of the first section these awe inspiring aspects persisted. Right from the get-go your skills in decoration and gameplay reveal theirselves, which ends up persisting through the level's duration.
The only downside, however, is the lack thereof a ceiling to prevent the player from flying off the map and seeing the abruptly ended decorations near the top, the easiest way to prevent this is to take the extra time and put a ceiling of some sort.
Once in the ship part the first thing that stands out is the brilliantly designed music note, encased in its own surrounding ellipse, which is quickly accompanied by well-balanced backround decorations and pulsing objects. The fading effects placed into the blocks yield brilliantly designed, yet simplistic structures that only add the the section's overall appearance. There is a slight inconsistancy, though, where the latter half of the obstacles lack the external fading that accented the first half.
The waving backround in the 30-38% section of the level immediately gives off the sense that you are a seasoned creator, using such a high level design that includes a vast knowledge of moving objects, props to you. The pulsing objects accent this, creatively filling up empty space in a non-obnoxious way. I HAVE to mention that your decision to slightly fade out the orbs you didn't want the player to hit was SO small, but had such a HUGE impact on my view of your level; you though about the player, this is a huge bonus to you as a creator.
The transition section from 39-50% is great, it uses ordinary blocks in a creative manner to produce effects unlike any other seen before, but, then again, the lack of ceilings comes back to nip the player.
The drop was the peak of this level. The rapid-paced intense gameplay is sure to make any player feels like a total boss while speeding through extremely detailed backround and more obstacles expertly designed with great fading in just the right places.
And that music note part <3
From 63-75% it just gets better, increasing in decoration and detail at every moment, flawless transitions and effects that are incomprehensible
I must say that the transparency of the waves struck me as strange at first, but I can't think of any other way to get around it (doesn't matter, it still looks great).
From 75% to the end the established tropes of the level persevere, but only get better. At the waving/pulsing backround part I tried so hard to focus on the level, but always got distracted by the amazing backround designs. And it keeps going, until the perfect moment, where you're greeted to a slow, perfectly timed, perfectly decorated ending.
Extra notes:
-Outlining the block's incoming position in the 75% interval was a clever choice (thinking about the player again)
-spike decoration, although unsaid, is acknowledged
Scoring:
Gameplay: 9/10
-2 for lack of ceilings
+1 forgiveness for thinking about the player
Decoration: 9.5/10
-5 for not fading half of you objects in the 17-30% interval
Concept: 10/10
+5 to base 5/10 for exceptional gameplay, design and carefulness.
Final score*:
(G(1.15)+D(1.2)+C(.95))÷3.3=R
R/10=final score
Final score= 9.437/10
Placement: feature worthy
Zoromaster, you promised. And you keep bringing. Keep it up, I hope to see you on the featured page soon
*Equation modified from dividing by 3 to dividing by 3.3 to account for variable modifications.