Let's go
0-22%
The level gameplay is smooth, the transitions non-buggy. I really like how seamless the icon movements interact with each other. Normally, there are a few bugs that warrant fixing. The only thing I found was the first transition into the robot, but that's more of a timing thing than an actual bug. The sync is decent. I like the use of the several gravity portals to match up with the ringing effect.
Gameplay: 7.5/10
Sync: 2.5/5
The decoration is a little messy. There are some which aspects which are copy pasted poorly, as to create overlaps that are striking. For aesthetic reasons, I think it would be better to remove the text from the portals or to change to font, as it's a bit distracting and doesn't look too good. The block design is sweet and simple, with the standard glow in it.
Design: 4/10
22-49%
The gameplay in this section resembles the first, except there are a few transition bugs (wave to cube, ball to duel). The sync in this section is lacking. There are a few jumps which match the beat, but there are very few. Despite the transition bugs and the lack of sync, this section is also fun to play, maintaining the gentle, even difficulty consistency that you want in a level.
Gameplay: 8/10
Sync: 0.5/5
The block design in this section is painfully plain at the cube, robot, and wave parts. You use 1.0 objects will little to no other enhancements added, which makes for a poor block structure. The ship and ball block design uses the newer 2.0 one, which is better, and the ball part even includes little black rings! Well done there.
Now, for decoration. There is also a TON of copy and pasting throughout this entire level, so I'll just list what I found:
-the two concentric rings introduced in 2.0
-groups of three hexagons or other pulsing object
-sets of the filler tiles introduced in 1.9
-glowing stars that every creator uses
-clouds, of all shapes and sizes
Now, none of these are bad. However, these alone should not constitute the entire decoration of the level. There should be more variety in the deco. There IS variety in the deco of the level (especially near the ceilings and floors; I like the brooding monsters), but these are overwhelmed because the list above clashes with them and each other. Make each section unique and independent of each other, rather than one long cluttered mess.
Design: 2/10
49-84%
The gameplay, like before, is fine, but there is a lack of sync. There is some near the end of the section, at the wave and cube parts. I found no transition bugs, which is a plus.
Gameplay: 7/10
Sync: 1/5
The first part of the section (ship and UFO) suffers heavily from the copy+paste mentioned above. However, the floors are decorated in interesting ways and the block design is not simply one type of block. The robot then reverts back to a simple block design with a spamming of clouds, brooding enemies, and blocky decoration. The wave design is decent but feels empty and chunky. The cube section is similar to the robot, except it spams different objects.
Design: 6/10 (I really liked the block design on the ship and UFO but the rest was meh :/)
84-End
Yet again, not much to say on the gameplay. This last ship part was my favorite ship part of the level because it incorporated a lot of moving objects yet remained consistent in difficulty. No transition bugs at the end, but still a lack of sync for most of this part.
Gameplay: 7/10
Sync: 2/5
Design-wise, the end was probably the best. There was less spamming of the objects listed above, and the block design was lovely to look at. A way to improve the ship block design is to lower the opacity on the white lines, as to proved peripheral aesthetic rather than a direct point to look at. The UFO block design in by far the best in the level, using empty space to create little windows, and also has the least spam. The level sort of redeemed itself here.
Design: 7/10
Total:
Gameplay: 29.5/40
Design: 19/40
Sync: 6/20
Grand Total: 54.5/100
Ranking: Needs Improvement (but Decent if the copy pasting is slowed down).
Final Comments: I cannot stress the importance of not over-using copy and paste. There was a plethora of good decoration in the level, but it was all shoved away because of the high amounts of spam. My hunch is after you finished the level, you felt it too empty and thus began to place objects EVERYWHERE, as I used to do this a lot as well. Empty space is valuable space; don't feel you have to use it all up! You can easily get a higher ranking if you even DELETE objects. Of course, trying to make each segment individual is better as well.
Polarbeahr kiriE artsy