Splitting to gameplay and decoration:
Gameplay
Generally, it's not very impressive, but I don't think it's very bad either. It's hard to make interesting gameplay in Normal levels, to be honest, but some small things like those below can still be fixed.
- You can actually slip off the main path at 5% just simply by not clicking, which means it happenes to everyone who missed the click. Flying to the sky is usually a bad thing, so add spikes to prevent the fall. (PS add full block spikes, half block spikes have wonky hitboxes)
- There is a tight jump at 9%. Is this what you intend to put inside a Normal level? Normal levels are usually for beginners who just came to GD, or people who want to take a break and grind a couple of stars along the way. Don't make a difficulty spike, especially when people usually don't want a challenge here.
- There is a very high clickrate at 34%. Again, is this what you intend to put inside a Normal level?
- I can see you synced the level with the song quite well. However, you may want to take a look at 11-29%, where the UFO sometimes feels a bit odd. Syncing after 52% is kind of a fail, because of the ship and wave part. Remember to sync at all times, including ship parts. If it baffles you, consider remodelling the gameplay.
- You rely on black screens too often, to the extent that it covers 10% of the whole level. (48-52%, 89-95%) Don't. It eats up your space for creativity and gives the player nothing to watch, nothing to do, nothing to think at all. It is boring, so reduce the time for black screens as much as possible. Also consider the entry of the black screen. It does not need to appear/disappear using the alpha trigger.
Decoration
Effort is put, I see it, you see it, everyone sees it. However, the quality of the decoration is directly proportional to the amount of effort you put. You can put more effort here:
- Block decoration. This is the most lacking decoration in your level. Having black is much worse when that is pure black. Adding lines or skulls or dots or anything you think appropriate to be honest will do.
- Background. Perhaps adding more stuff to the background instead of something moving constantly to the left will make the level look better.
- For empty spaces, trying placing some semi-transparent stuff. (either find those which have this property or add something completely opaque and add an alpha to it) This makes the level more full.
Triggers
Triggers are of immense use. I see that you use move triggers and alpha triggers, but consider using easing, and use other triggers, such as rotate, shake, toogle, spawn to create different interesting effects. Go to YouTube if you are not sure about how triggers work.
I would rate this Decent. This level has been pretty nice, but however needs some tinkering to be put to a rated/featured level. You are close, so let's try one more time. (okay okay no count to 10 references) All in all, experiment and try. Find the decoration you want, that are full, beautiful and unique.