Your gameplay as a whole is very fun to play for such an easy level. You borrowed parts from the original Airborne Robots, but that is no way a bad thing. I believe I can judge all of the gameplay in one go, as the parts flow smoothly together and there is a consistent difficulty. There is a move trigger bug at 58, which you missed in playtesting, but that was the only bug I found. The moving objects really helped keep the nice dynamic feel present throughout the entire level.
Gameplay: 27/30
0-41% The design here is quite standard, borrowed a lot from the original Airborne Robots (good thing I don't judge on originality XD). The block design is standard, but you incorporate enough glow blocks and slight color changes to make it work. I especially like how the blocks changed at 31%. It made your level feel more dynamic.
The thing to be desired is your background. I'm not saying build a custom background, but there should be a few objects to fill up the empty space. Granted, it's better to have empty space than a bunch of scattered copy+paste obstacles, but something feels missing. In particular, 18% comes to mind. Foreground and background are both part of design, and although you have good foreground, your background is a bit lacking.
Design: 6/10
Sync: 4/5 (it started syncing well at 11, and then again at the buildup)
41-74%
The block design in these two sections (the ball and the ship) are decent at best. You redeem some of that by having contrasting colors (52%) and by keeping a steady stream of pulses to the music. The ship part is a bit better as it has the blocky decoration and the glowing objects, but both are missing the same thing as before: a good background. Refer to the comments at the top.
Design: 4/10
Sync: 3/5 (The ball part had its pulses and flashes, and the ship is hard to judge for sync)
74-End
The cube section following the ship has yet again the same block design, but it has a different feel because of the glowing objects and moving water decoration. The black and white color theme really matches the slow, soberness of the song without you actually using a slow speed portal. The skulls matching when the song paces up again are a nice touch. The ball then become very neon and vibrant, which helps add aesthetic enjoyment to the player at the height of the song, but then you revert back to the gray. If you had switched the gray out and reserved it for the slower cube part, you would have received higher marks. Same applies to your robot. Like before, a lot of this level is empty in the background (especially the robot and the final cube). The skulls help with this a bit, and also gives your level some sync.
Design: 5/10
Sync: 2/5 (the pulses were sometimes off synced, but the skulls helped a lot in this category)
Total:
Gameplay: 27/30
Design: 15/30
Sync: 9/15
Grand Total: 51/75
Ranking: Decent (but very close to Good if you simply add background objects)
Polarbeahr kiriE artsy