Climax by Splash & More
Since this is a megacollab with many different designs, I'll judge part by part.
First Ship (0-12%): Both in gameplay and design, this part isn't too good. Extra slow speed is one of my least favorite 2.0 gameplay styles, and starting off the level with a segment like that wasn't a good idea since it's very boring and slow to play. The design, while decent, is a bit unoriginal since the custom BG with those blocks has been used many times already. The block design is rather plain, too. I do like the smooth, floaty movement of the blocks, though. main suggestion for this part is to rework the gameplay so that it's in just slow speed instead of extra slow speed.
First Cube & Wave (13-25%): This part is a lot better. The design is simply beautiful with a creative and well-designed custom BG and block design. Gameplay is also good for the most part with the only problems being the invisible portals (just make them visible so the transitions won't be unexpected, including the transition from the previous part to this one and to the next one) and the movement of the obstacles in the wave can be a bit unpredictable. Arrows showing where the obstacles will move next can fix this. Otherwise, this part is very good,
Second Ship (26-38): No complaints on the gameplay here. Nice use of slopes for obstacles and no unexpected moving objects or gameplay elements. The design is executed well, if a bit unoriginal since the rainbow background is a bit overused already. Still pretty nice to look at.
First Ball (42-47%): Aside from the fact that the transition from the empty cube part to ball part is disorienting and sudden, there are no issues with the gameplay here either. The only thing that needs to be done is to make the start of the segment auto so the player is given time to adjust to the jarring transition. The design is also very good with a interesting block design and a custom BG that fills up the empty space well enough.
Third Ship (48-54%): Gameplay-wise, no issues here. Obstacles are clearly visible and aren't unexpected. The design is a messy though with all the decoration. There are the circles/bubbles, the hexagons, the lasers, and the custom BG, and it's all too much. Removing the bubbles would be best since they're the main cause of the messiness in this part and they flow all over tge place.
Second Wave (55-67%): A fairly straightforward boss battle. Although there's nothing special about it, I do like how you added warnings to where the monsters will fire the lasers. Design-wise, it's pretty good, if unoriginal, with the rainbow custom BG and the black decorations providing a very nice contrast to each other. It's also clean and organized. This part is solid, though there's not really anything special to it.
Second Ball & Fourth Ship (68-80%): The transition from the previous part to this one and from the ball to the ship are both unexpected and disorienting. The portals should be visible so that the player knows that there's going to be a transition and it would've been better if the player doesn't get teleported at all sinc it makes it hard to adjust to the new area. The ship part is also a bit weird since it's way easier than anything up to that point and it's a huge difficulty drop. That being said, the design is really good with all the colors and decoration. I really like how the pulsing circles ad blocks make thenpart feel very alive and energetic.
Dual Ball (81-85%): The segment had some dual gameplay which required paying attention to both sides at once. Dual gameplay done well, even if it's short. Design is quite cool with the gradient rainboe background and the disappearing circles. Not much else to day since this part is quite short.
Last Wave & Ending (86-100%): Gameplay is alright. The last auto part isn't too long, which is good. Design is okay although it does give off the impression that it's the ending. The credits could've used some more decoration though, maybe around the names and such.
OverallWhile the parts varied between okay, good, and amazing, one great thing I noticed with the collab was that, despite having different designs, each and every part stuck to a single theme. This made the aesthetics a very interesting collection of all the various rainbow designs, and it makes the level more interesting and enjoyable to look at. The music sync was also very good, with the design both reflecting the at osphere and the music and the transitions, jumps, and effects syncing to the music notes and beats. Despite the flaws in the individual parts, I think this deserves a
Feature-Worthy.Difficulty: 6-7 (it's kind of hard to decide difficulties with megacollabs).
oh cool, finally a review!!!! thanks for all the comments, i'll take them into heavy consideration in future levels or if i ever update this one :3