Ship/Wave/Miniship Section (0-8%) - Right now this level is already looking like a letdown sadly. The gameplay is very dull, the ship was straight fly for the most part, the wave was the same thing over and over again. The deco is literally nonexistent; much of the level is empty and uses basic blocks.
Cube/Robot Section (9-22%) - This part is even more of a downgrade. The gameplay was very dull with most of it just holding down and going up, then back down with little reaction time for what's coming up next. The deco went down even more somehow; it's literally just floating 1.0 blocks. It's just so empty, try to make some more complex block designs, add a background, or do....anything...
Ship/Wave Section (23-27%) - Again, 1.0 blocks with straight fly and mostly straight wave. Not good for today's standards at all.
Dual Cube/Dual Ball Section (28-29%)- There wasn't really much variety in gameplay, the cube you just jump up a few blocks repeatedly, the ball is just spikes in the same pattern a couple of times. Again, the level is virtually empty, it's pretty much a layout. Try adding some foreground deco.
Cube/Wave/Ship Section (30-38%) - The transition into this section is terrible; there is no time for the player to react at all. Pretty much never use teleport transitions unless you're going to add a pad. The gameplay was literally jut a bunch of spikes on the ground. Try making some dynamic gameplay. The same goes for the wave and ship, both were basically the same dull straight sections with very tiny variations in height. Also the coin is virtually free, maybe add some actual challenge to getting it.
Cube Section (39-44%) - This part is mostly the plain old ground spikes, except now there's this terrible orb spam. Never use so many orbs in a row, the gameplay becomes boring, inconsistent, and overall terrible. The deco has the same problems discussed before; it still looks like a 1.0 level. This is 2.1 now, you need to do better if you want to compete with the other levels.
Cube/Robot/Spider Section (45-50%) - Robot section was very dull, mostly the same jumps, no gravity changes, no speed changes. Nothing. The spider was actually the best gameplay out of the whole level so far, which isn't saying much sadly. Use more portals, speed changes, and just vary the way you need to jump. Once again, it still looks like it was made in 1.0.
Ball Section (50-54%) - More orb spam and repetitive gravity switches, and again 1.0 deco. Not much to say about this part.
UFO Section (55-56%) - The amount of shake triggers you are using is jut ridiculous here, you're going to make someone sick. Tone it down a little. The gameplay was slightly better, but still very dull' all the obstacles are the same.
Ship Section (57-66%) - Again, there's just nothing really to do here. Flying through the repetitive pillars with one or two gravity switches is all I really did here. Another major problem is the saw spam. NEVER JUST SPAM SAWS FOR OBSTACLES. It looks terrible and usually ruins the gameplay as well. That one saw had some really weird colors too.
Ball Section (67-70%) - This part had more orb spam; not good. The style of the level still hasn't changed either, it's still very empty and too old-styled. That's all for this part.
UFO Section (71-75%) - There's very little to do, you can just rest on the obstacles for most of it, and for the rest of it the only things that can kill you are the floor and ceiling. Add some stuff to make the level...an actual level. Also PLEASE add some foreground deco, the void is not good.
Cube Section (76-84%) - This has even more orb spam, repetitive hold-down gameplay, bad transitions, and blind transitions, along with a bunch of bugs. And once more, it's virtually a layout.
The rest of the level (85-100%) - I've pretty much said everything I could about this level. There's just nothing to talk about anymore. The rest of the level had the same problems as before; spam, straight fly, blind transitions, lack of deco, shake trigger spam. That's pretty much all I can say at this point. I'm out of things to say.
OVERALL:
Gameplay - 2/10 - Very repetitive gameplay with tons of bugs, bad transitions, straightfly, and points where the gameplay wasn't even gameplay (ex. holding down repetitively). Try to use everything in the editor to make fun gameplay that's dynamic and fun. Change up the patterns you need to click in, use speed portals, gravity poertals, ALL the orbs (just avoid orb spam). Remember, half of the level is playing it for fun. And while playing this, I simply didn't have fun.
Decoration - 2/10 - Well I gotta give an A for effort, but a 2/10 for lack of deco. The entire level virtually looked like a layout. Other weaknesses included lack of foreground deco, background deco, basic blocks instead of complex designs, saw spam, and the list goes on. First of all, try to fill up the level a little bit. The entire level is your canvas. If you gave a virtually blank canvas with a few paint blotches on it, no art curator would ever like it. The same goes for GD levels. Another thing is that it's simply...well..too simple. Try to use multiple blocks to make a new block, and add pulsing objets/rotating gears (avoid saw spam though). Try looking at other rated levels for inspiration (but don't straight out copy them).
Sync - 0.5/2 - Sync is essential to the gameplay. If you time the jumps and clicks to the beat, it improves the experience and makes the gameplay a little easier to follow. This is one of the main points of GD; jumping to the beat.
FINAL SCORE:
6.5/30, NI
Keep trying, with each level you can only improve more.