Splitting into gameplay and decoration:
Gameplay
It's... meh. It is off from the music, and is quite boring, to be honest. Here are a few tips.
- (0%-17%) For the first cube part, try something apart from jumping onto pillars and jumping over spikes. Perhaps jumping onto a platform or something?
- (17%-29%) For the spider part, don't design the gameplay so that the spider warps from the ceiling to the floor. This layout is very hard to time, because you need to change the focus from the top of the window to the bottom.
- (36%) If you want to add a teleportation portal in that wave section, either a) tint the glow so it hints there is a teleportation portal, or b) make a portal visible.
- (53%-57%) For the ball section, block off places with spikes or additional decoration. Make sure that the player cannot exploit the level.
- (60%-62%) Avoid long orb combos, unless you feel that is super fun and to some extent necessary. Normally, orb combos are a pain to perform or even 'bugfix'. The short difference in triggering the orb is often enough to break the combo and cause death. This is usually not the player's fault, so that will cause frustration.*
- (63%-100%) The lack of dynamics causes the ship and UFO section to be extremely boring. Try creating ups and downs to sync with the music. (Even quiet music have ups and downs)
* I always say 'frustration' when reviewing. (level review *clap clap*) What I mean is not the kind of frustration when you miss the last jump at 98%, but is the kind of frustration when you miss even after you feel like nothing is wrong there.
Overall, diversify your gameplay, increase the use of different orbs and portals. If you want to keep it simple, use less mode portals. That will do a lot already.
Also, syncing is very important, and is one of the crucial aspects of your gameplay. If you can sync the music well, you are one step further from bad gameplay.
Decoration
This is where the level really lack. Details are rarely present. Even if you are going for a minimalistic/modernistic style, make sure the level is full, that is the decoration spans through every bit of the level. Here are a few tips.
- Consider using more thick lines for the ground. It looks better.
- Black does not means you need that to be pitch black. Gradients also work here.
- Triggers should be used extensively and smartly. What I mean by extensively is that you should diversify the use of triggers, but not overuse that. What I mean by smartly is that proper configurations should be used, such as easing, move distance, rotate angle, opacity, 'touch triggered' option, etc.
- Use the 'don't fade' and 'don't enter' option when necessary. Some objects can fade out to ruin your block deco.
Verdict
Needs Improvement. This level lacks in both gameplay and decoration. What I usually advise people to do is to play more epic levels, and copy them when necessary. It is important to dive in the details of how good levels are done. Remember, persevere. Good luck!