Please ignore the comment from the homosapien with the IQ equaling negative thirty two above, I'm pretty sure they were banned ages ago.
So your gameplay implements mixed duals basically through the entire level. And I'm actually a fan of that. The issue however it that some of your duals are so overcomplex that
first of all, it becomes really unreadable. And two it becomes buggy. Things start skipping over orbs and portals, they become desynced and connecting jumps become impossible. I think there's just too much going on and the clickrate is too high at some parts.
Decoration wise this seems like it was going for a simple/modernistic style. However this level falls into the same trap that many levels trying to do the same do. They simply just use less and that's it, and the level ends up being completely empty and flat. In addition colors don't really work that well together. The whole point of the modernistic/simple style is to achieve the same effect as a normal level, that is filled up, in depth and populated, while using less objects. Create some patterns and textures in the background and blocks. Make sure the next sections also transition smoothly. There was a sharp cut off between the pink/purple and the grayscale section and it doesn't look good. Also try to avoid overlay transitions that cover the whole screen, it ruins sight readability and this is ESPECIALLY key for mixed duals which are much harder to read.
The contrasted color is especially noticeable at 19%, orange with green and red. Make sure the color work with each other rather than clashing.
I'd say the best part was the cube/robot section. although the huge custom orbs really did not look good at all, and the orb spam was not good either.
The rest of the level seems to be a repetition of these main issues. My verdict is high Needs Improvement. Clean up the gameplay and decoration, and add more detail to it.