Lost Connection by Warrek & MRrgv
Gameplay
Pretty good for the most part, given its lack of any unexpected moving obstacles/transitions, but there a few parts which have a bunch of flaws. The wave segment is the most notable one, using one of my least favorite 2.0 gameplay formats: ultra-slow speed. Ultra-slow speed is highly discouraged when making a gameplay segments because all the obstacles come very slowly to you, making it boring to play and also somewhat frustrating when you move the wave up and it hits a moving obstacle behind it. It's also strange that this part comes right after the drop, where it should be faster-paced than the rest of the level but instead it's slower. I highly suggest making it a 1x or 2x speed part instead of an ultra-slow speed to make it more in line with the music and to make it more interesting instead of tedious.
Aside from that, there aren't many other notable gameplay elements. Difficulty is very well balanced, staying consistent all throughout, and there was enough variety in the forms used. There should have been more to the obstacles, though, besides just using blocks with the occasional jump ring. Try to also use other obstacle-related objects slopes, spikes, and sawblades to add more flavor to the level and make it a lot more fun to play.
Decorations
I know you were aiming for a simple design here, but the second half of the level feels really empty to be honest. The first half had some custom BGs to fill up the empty spaces a bit, although some more foreground decoration like blocks, spikes, and sawblades would be nice.
Starting the wave part, the block design became very bland (the only block used is a colored block). There's also very little decoration in that part aside from the "city-scape" decoration on the ceiling and floor, the small wires hanging from the blocks, and the blocks themselves. Try to come up with a much more interesting block design than this one since it's way too simplistic and not very good to look at. I think a low-opacity custom BG could have also helped fill the emptiness in this part as well.
The ball part afterwards had okay background decoration, but it could really use some spike floors along with the moving spike floor decoration (the ones in the same tabs as the monsters & jump rings). It would help make the segment more whole and alive. The last cube is alright decoration-wise but it could use more of the block formations that appears overhead in that segment.
That being said, the level does play creative a bit when it comes to the lasers (although it should have used them to make more effects), and the design also stuck to the space/laser theme throughout the entire level with a few deviations to mix things up.
Music Sync
Similar to the decoration, the first half of the level did well here, with the effects, transitions, and the jumps of the cube/robot being synced. The second half, starting from the wave part, had some seemingly random transitions (the mirror/reverse mirror portals in the ball part didn't sync with the music, as well as the final cube portal) though, so be sure to always keep them synced in the future. The space design sort of fit the music, although (like I mentioned above), the parts during the drop should be faster than the parts before it, not slower.
Overall: Although it has some good points, this level needs some polishing in all three areas for it to get rated/featured. This belongs in
Decent.