Do more with less. Make the level feel full and refined while controlling the object count.
Well, I was told by current Level Judge JY_2000 that modern (or minimalistic) levels should still look well decorated, and not just a plain background or such. So you still need to put effort on decorating.
Your level don't really gives a good look, but instead feels like small chunks stuffed together. (That's rude to describe a level, but sorry, I'm doing that anyways) This does not look good. Also, different elements contradicts each other. What I mean is the text object completely ruins the modernistic feel you are trying to create.
Some further tips:
- Background objects. They help you add to the lame background the editor gives you. Anything that does not have a hitbox will do.
- Arrows. They are so good that every level has it, in different ways. The easiest way is to just directly take one from the object kit, pair it with a hexagon, and add some sparkles to it. Like this:
Or crank things up a notch using free move, scaling to make this:
- Plan ahead. Before you make a level, ask yourself: what do you want to make? A level themed arounf Kirby? A fast-paced triple speed madness? A smoothing slow level? Or a level full of papers and cardboards? Depending on this, you may need to filter out suitable decoration. You may need lighting for a ball, small decorations that don't obstruct the reading of the level, some cool colours, (like blue and purple) or immense amount of shading and layering. It's up to you, but be aware of what you are making, so that the style will be consistent throughout the level.
- Extend long objects when necessary so that ends will not be exposed. If you already rotated it, make it again. It's won't cost you must time, to be honest.
GameplayBefore that, some guidelines that no level should violate.
- Make your level readable. The best way to test it is to ask a friend to play your level. Ensure that the following actions are reactable, which means clues have been given to tell the player to jump. The player should die to poorly timed jumps, sudden blackout, loss of control of fingers, but never not being able to react to split-second jump.
- NEVER put invisible portals in gameplay. It's an extension to the previous point, but it's significant. If the players needs the information to jump, give them.
- Spiders should not go from one ceiling to another. This is the maximum distance between floors possible, and it simply does not look good.
Gameplay is not really something that can be explained clearly. There's infinite ways to construct this after all. Try to make your level more fun, because your level feels a bit bland. Here are some good tips.
- Mix up orbs, portals, pads, etc. Give variety to your level. We got jump orb, gravity orb, dash orb, return to ground orb, jump pad, gravity pad, size portals, speed portals (you don't need to restrict yourself to slow, normal speed will also do for slow levels), dual portals, teleportation portals. Just use them, use them. Please.
- Add some 'building' or 'podium' kind of stuff. This gives the cube, the ball, the robot, the spider some platform to walk on. Especially the cube and the robot, they work great on those.
- Sync with the music. You did sync a little, but I expect the whole level is synced. You want the player to jump with the beat. It's hard when you deal with the ship, but other modes involves simple clicks or holds, so it's not that hard to sync gameplay to the music.
A demonstration for gameplay (though there are no orbs)
This level don't really impress me, and I think its unlikely to impress others too. Needs Improvement. Play other epic levels and learn how to make good decoration. If you can copy level, dive into that and find out how blocks are made. Persevere. Rome was built in months, just like levels.