First Impressions: This seems to be a regular design level, so I’ll use my regular judging method listed in my signature.
0-23%
Gameplay and Sync: The song is very serene and the difficulty captures that well. The coin is a nice challenge for those who want it. As for sync, you did a good job matching most piano notes to an input from the player, as well as stopping inputs when the song goes silent. Overall pretty good sync and easy gameplay throughout.
Gameplay: 8/10
Sync: 4/5
Design: The block design here is pretty common nowadays in GD levels. There are some random white tiles in the mini-cube section; are those intentional? They feel a bit out of place. The lightning bolts feel copy-pasted as well: I would make my own lightning patterns using the 3d blocks so the bolt sizes and shapes can vary, as well as perhaps flash? Storm levels are a good place to look for examples. The clouds are also copy-pasted, especially in the ship segment. Try to either vary your deco (using other clouds, for example), or make your own! Original deco is rare nowadays and when you do make some it’s a sight for sore eyes. Overall, the deco is not terrible; there are textured block designs and ample decoration, but a lot of it feels copy-pasted and there’s definitely room to improve.
Design: 6/10
23-63%
Gameplay and Sync: The gameplay in this section is pretty sweet. I like the constant dynamic movement that well illustrates the more intense movement of the song. The sync here changes from being on the note to the general movement of the icon. I particularly like the ship elevator you did: it brings nice flavor and touch to your level. The beginning of the cube section could have been a bit more synced, but besides that the gameplay and sync here is almost flawless.
Gameplay: 10/10
Sync: 4/5
Design: The completely blacked out saws are another thing that is too common in levels that gets a little tiring to see. You also copy-pasted your lightning again. There is also a few inconsistencies of which saws are “supported” and which aren’t: use the rod decorations to maintain them afloat. Besides that, in the tight corridor, you implement a custom background with more, low opacity clouds, so good job on that. The soft aura around the portals are also a nice touch. The moving decoration really helps set the mood in this section; you used the water decoration well. You also vary your block designs a few times, but some are definitely better than others (the beginning and end ones feel too dull and again, copy-pasted). Overall a pretty ok section.
Design: 7.5/10
63-End
Gameplay and Sync: The duel gameplay here is pretty standard easy duel gameplay. The transition to the ship segment is a little awkward; moving/rotating the gravity portal should fix this. The platforms sinking in the ball section are cool, albeit common. I like how you used a duel to purposefully limit the player’s field of vision, allowing you to create a compact space. It feels very original. As for sync, it’s probably the weakest here, matching up only slightly on the ball and generally matching the slowdown of the end of the minicube segment, but the gameplay somewhat makes up for that.
Gameplay: 8/10
Sync: 1/5
Design: The diagonally moving low opacity yellow objects make a really good contrast to the general vertical movement of the player and structure of the blocks. The lightning also makes a reappearance in the duel section, but this time there are higher opacity and lower opacity ones, creating a more realistic depth of view. The block designs vary a lot here, which is normally a good thing, but it feels too varied. You should keep the block structures somewhat similar within each segment, and change when the player switches to a different gamemode. Besides that, the previous comments about copy-pasting go here. There is a nice quote at the end.
Design: 6.5/10
Total:
Gameplay: 26/30
Design: 20/30
Sync: 9/15
Grand Total: 55/75
Rating: Decent (Read Final Comments!)
Final Comments: Your gameplay is pretty good, but your design and decoration is a bit empty and repetitive. However, it’s easy to learn good deco; just copy someone else’s and slowly adjust it to your own style. It’s much harder to learn how to make good gameplay, so you’re in the good. I would say this is on the high end of Decent and close to Good, but it’s Decent. Making your level a little longer should help too. Thanks for submitting!