(sorry if this is a bad review or if I come across like a jerk, it's my first one and I suck at reviewing)
POWER UP by QuantumFlux0:04 - 0:16
Not a bad part. The grey bricks that come down from the top at around 0:06 don't really match the rest of the part, and I think you should have just used the block design you were using for the rest of that part there instead. While I do like the idea of the power sign / up arrow in the background, I think it was a bit roughly executed. The blur on the power sign is uneven in the middle compared to the other part of it, and the gradient on the arrow doesn't make it look better imo. It would look really cool if you made them more detailed and art-y. I noticed some black transparent slopes in the background, and I think that they would be better off removed, as they don't really match the cell-shaded theme of the rest of the level and you can't see them most of the time anyways. I quite like the block design, although it blends in with the background a lot. A solution to this would be puttering a border-less block behind the other designs on the block (but above the black), and making it a dark color that isn't grey (kinda like what you did with the first platform that had the red bricks, except if the bricks covered the entirety of the block under the border / deco and were a bit darker). I also think that the level could've had a bit more random platforms scattered about that don't impact your gameplay. The white stuff that kills you on the ground is really good, it matches the theme well (I actually would love to see more of it used). You used a lot of different circles / clouds / ramps in this part as deco, and I think you'd be better off just making variations of deco you've already made (like the blocks and the white stuff) and using them to fill up the empty space as opposed to just adding new concept on top of new concept. The rotation of the saw things are really stiff, try making the movement type an ease out with a high number or maybe even an exponential out. In terms of gameplay, it looks potentially buggy, so make sure that the orbs are in the direct path of where the cube is gonna end up so you don't have any trouble clicking them. It was a pretty good attempt at sync, though. Lastly, I think you need better spike design, as disappearing spikes don't really work if they're not connected to another platform.
0:16 - 0:19
There's a lot of things that I said for the previous part that apply here: stiff movement, too many different types of deco, etc. Try putting more effort into a few pieces of deco instead of spreading your effort amoung like 10 different pieces of deco. Also remember to decorate the coin paths as well, as aside from the art it's very empty and it feels kind of like you're not supposed to be up there. Speaking about the art, it looks really nice, although there are a few things to improve. It would look a lot nicer if you moved the bottom half of the smile down more so that the teeth don't overlap the bottom lip. The art also blends in with the background quite a bit, so maybe add some glow behind it or even try shading the face if you know how to. Same thing for gameplay here (buggy and a bit offputting), although it seems a bit better.
0:19 - 0:23
This is probably my favorite part of the level. The block design is really nice, and the only thing I would recommend is putting a solid block behind every platform so that the background doesn't shine through what is supposed to be a solid block. In terms of things that can kill you besides the platforms (like saws and lasers), I think you should've just stuck to one type instead of trying to make saws, lasers, and disappearing blocks match with each other. Also, the saws are rotating in the exact same way with no variation, so make sure to rotate some of the saws a little bit manually before applying the rotate triggers, so that they can spin in different ways. The black gradient between the block and the spikes looks really nice. The gameplay needs a lot more sync. The orbs before the drop with the cube seem randomly placed in terms of sync, and you enter the speed change / portal that transitions into the drop too early. If you change those gameplay aspects, you probably wouldn't need to add sync to the ship part, but if you wanted to, upside-down portals can add really fun gameplay elements and sync elements to your level in ship parts that would otherwise be pretty plain.
0:23 - 0:31
Again, a lot of the things I said for the first part apply here as well. The block design is really plain in the ship part, and I would've loved to see something similar to the first part's block design if not taken directly from the first part. The spike design is pretty plain as well. I think that the white deco fills up the empty space in the middle quite nicely. The effect in the background is pretty good too. The second part of this part (the wave), had even plainer block design. I would've liked to see you decorate the black blocks like you decorated the red / black pillars coming down behind you, as those looked pretty good. There could've been more pillars in the background, or just one big pillar with a lot of effort put into it to make it nice and detailed, as the background as it is looks very plain. The last swing copter part has the grey bricks again at the beginning, and I think you'd be better off just using the block design that's used for the rest of the part instead of the grey bricks. I like the concept of the curved platforms quite a bit. The lavaish stuff that can kill you between the platforms should be white or something instead of black, as it easily blends in with the dark background. The volumizer background was really nice too, and I felt like it fit in with the level. The gameplay in this part was pretty good, although I'm not a big fan of the swing copter part. The transition into the next part looked pretty smooth too.
0:31 - 0:38
This is my other favorite part of the level. The block design is very good, and I don't think you should change it. The saws that are placed about should variate more, like changing the sizes of them or adding glow behind them to make them stand out from the background. The background effect is pretty as well, and I think that the outmost outline on the circle would look really good with glow. The gameplay, although it has little to no sync, looks really fun and interesting, and has some good fakes. The invisible teleport portal to get the coin should be visible in some way.
0:38 - 0:53
Removing the white saws from the purple part, removing the red spinny things from the red part, and making the background effect bigger for the purple wave part would all be good decisions in my opinion. The spikes / platforms in the red part don't seem very solid, and I think that there should be blocks that the spikes are resting on. Once again, the gameplay has a little bit of sync in speed changes and stuff, but I think the timing of the jumps should sync up better with the song.
0:53 - 1:23
There are some really nice parts in this, and some really not good parts in this. My number one tip would be to keep it consistent. As this part went on, the block design started getting lower and lower in quality (although there was a really nice effect on the blocks at the wave part that could be integrated well into something else). I would've just kept the block design from the very beginning of this part consistent throughout the entire part (with a few variations ofc). The random transparent blue pillars in the background are kinda a distraction and would be better off just not existing. I would say keep a max of 2-3 effects at different times in the background for this entire part. I say this because a lot of the effects you made for this part are rather low quality, and when it comes to effects, it's better to spend more time making a really good effect few effects that someone would enjoy looking at for a long time than making a lot of different worse effects that people don't really find interesting (quality > quantity). The duels are really cool (watch out for bugs!), and the speed changes / portals sync quite well with the music. However, like other parts, I think that the clicks should sync up better with the music as well. The very end dash orb was pretty lazy, and the saws were just plain white with no variation to them. Spice up the sizes and the colors, add a glow behind it, do something to make the level end with a bang. This design color / style also was around for a while, so maybe make it shorter
Gameplay -
4/10The gameplay needs more sync. Although you're good with portal sync and speed changes, I think you should make gameplay where you need to click the the beats more. The gameplay also gets really buggy and annoying at some parts, so make sure to check your gameplay thoroughly before deciding to verify it.
Decoration -
5.5/10The decorations overall need to be more organized. You're better off sticking with 3 to 4 different types of decorations (1 platform, 1 spike design, 1 saw design, 1 lava design, etc.) and pasting around different shapes / sizes / variations of it in a part, as opposed to spamming a bunch of low effort deco with debatable color schemes).
Effects -
3.5/10The effects are decent. All I have to say is quality > quantity. You're better off sticking with a really good effect for 30 seconds than 3 really bad effects for 10 seconds each.
FINAL SCORE : 5.5/10I think it might be rate worthy, but not feature worthy.