Here we go!
0-15%
I wanted to focus on the initial gameplay a bit because this is the one with the most bugs. Because of a lack of obstacles and awkward orb placement, the player sometimes misses a triple speed portal, hits low detail mode unintentionally, or misses the wave transition. Make sure to playtest your level a lot, purposely hitting orbs at awkward timings to see if there is anything that could break the level. Try to avoid orb spam as much as possible unless you feel that it appropriately syncs the song. Add ways to die quicker if the player goes off course.
Gameplay: 2/10
Sync: 1/5
The design on the orbs and portals is unique, but besides that the decoration is lacking. The background awkwardly stops at 7%, and the jump pad spam leading to the drop is very empty. The block design is you standard "Byte" level design, which is okay. There should be more in the background as well, as the copy-pasted blocks become boring to look at. The little spike movements is a good idea of what you should add to your level.
Design: 3/10
15-44%
The gameplay here is easy but retains an intense vibe, which is always a plus. Is there a way to make the first wave non-auto? It really provides the intensity that you often find at the drop. Besides that, I'm a huge fan of the gameplay (I'm a sucker for orbs in ship parts and mini wave navigating). The sync is decent, made mostly through speed changes. The last UFO and ship are also quite fun to tap to the rhythm.
Gameplay: 8.5/10
Sync: 3/5
The design here is a bit plain like the beginning. The block structure after the first wave entering the duel is unfinished. The black obstacles should have a bit more variety to them; you can use 3d lines to create textures within the blocks and make sections feel separate from each other. The background is the most obvious flaw here: a custom background shouldn't last the whole level. You should also add a bit more decoration in general; perhaps pulsing objects to show the player where to go?
Design: 3/10
44-74%
Again, your gameplay is very enjoyable to play. In this section, the highlight was the duels: all of them were bug free after multiple runs and they were always. The sync was also better in this section because you chose game modes that best highlighted the movements of the song, and used speed transitions to emphasize these movements. Well done.
Gameplay: 9/10
Sync: 3.5/5
There's not much to be said about the design because most of this level is very similar. There's a slight orientation error: in the robot part, you can glimpse the top of the ball's black obstacle. This makes your level feel unfinished. You can fix this by making a block structure where the obstacle can be attached to and build until you're confident it's out of sight. You should also include blocks to support the spikes in the duel ship section, and make sure to make it unique! Besides that you should just look at the comments above.
Design: 2/10
74-End
The first half of the gameplay here is sadly the worst. Due to portal physics, it's challenging to transition from ship to UFO in a manner that doesn't totally screw the player. The ways around this is to either create an invisible platform for your ship to rest or to rotate the portal so that the ship has to enter the UFO in a certain direction. There are also transition bugs between sections because of the reliance on cube orb timings. Make sure that the gameplay can remain consistent no matter where the player enters the portal. After the mini UFO the gameplay is fine. The sync is a bit lacking here, because the UFO and ship can be finicky to match with the song.
Gameplay: 4.5/10
Sync: 1/5
Same comments above apply in this part as well. I saw a few unfinished obstacles with my peripheral vision, so make sure to address that. There is almost no decoration here, and it relies heavily on the background. Add more to this section and you should be fine.
Design: 2/10
Total:
Gameplay: 24/40
Design: 10/40
Sync: 8.5/20
Grand Total: 42.5/50
Rating: Decent (can another level judge look at this? I'm not too sure about what defines what yet.)
Final Comments: Although your design is lacking, your gameplay overall is very good. Gameplay is more important than design in my opinion because you can learn how to be a good designer by studying other levels, but learning how to make good gameplay is difficult.
Your low rating was mostly due to these things:
-overused custom background
-simple and aesthetically displeasing/unfinished block structures
-not enough other deco
You'll notice these are all design flaws. Keep on building and you'll soon see what constitutes a fun design. It doesn't have to be original; in fact, I think it's good if you copy a creator you like and build off of their style. Master designers such as Wamiq8 did this.
Polarbeahr kiriE artsy