(If you need reference to percentage look at my vid)
Splitting into gameplay and decoration...
Gameplay
While the gameplay syncs decently well with the music, the variety is really lacking. It’s either running on platforms or dodging blocks. A level is generally boring to play if the player just dodges the same type of obstacle. The pace of the level is also a mismatch with the song, which has kick and snare throughout the section, giving a feel of liveliness. Here are some more tips.
- 20%: Make sure either the player have full control, or they have no control. If you want to add effects to the level or simply reposition the player, cut out as many unnecessary movement as possible, so that it won't interfere with your fragile pad combos. It is possible to crash after contact with the ball portal, skipping the pad, so look out.
- 36%: Invisible portals are really bad practice, especially when it's directly related to gameplay. Players cannot react with time and therefore can crash. Size portals are also included as they do affect gameplay.
- 70-72%: Autos should not be inside a section of gameplay. Either make it at a resting part, or don't make it. On a sidenote, the auto is not fun to watch. Consider giving variety, e.g. other pads.
- 85%: Jumping onto pillars is sometimes hard so think twice before adding that. If you think people are going to land on that whatsoever then go ahead, but if that causes people to crash because of poorly timed input, it can be a problem.
- Keeping a mode for a reasonable amount of time is good, so keep up on that. Levels often change gamemodes in split-second, which really hinders readability.
Decoration
If you read the in-game comments, you can see people are yelling about this is Salad's decoration tutorial. If you want to give credits to the creator, fine, but don't use the idea for the whole level. It is not only detrimental from the perspective of originality, but also from the perspective of the nature of modern deco. Modern level are better if more styles are involved. Seeing the same thing over and over will cause boredom and perhaps fatigue. Apart from that, the air deco is really lacking. Background is pretty well done though. Here are some more thoughts.
- 0%: When the level resets, the cameras actually spawns left of the original position, revealing parts not seen in Attempt 1. This part can be fixed by using the move trigger set at 0s and placing at the very very left of the level. This way the trigger will process before the attempt starts.
- 69%: Please no magically disappearing pillars. There is an alpha trigger that controls opacity. The toggle trigger can be placed after the alpha trigger ended, or move trigger depending on how do you want the pillar to exit the camera.
- 74%: Tiny mistakes like lower wall suddenly exiting and re-entering are hard to find, so dedicate time to tinkering.
- 89%: The whole thing suddenly fading to black does not look nice. Great effects can be made with solely move triggers. Take time to make things look better. Effort is really valuable in level building.
- 94%: Don't make the logo look like it's drunk. Simple movement will go a long wei.
Verdict
Low Decent. This level shows effort into it, but it's not enough. A level must have these 4 things in order to be good: 1) sync, 2) variety, 3) layered decoration and 4) uniqueness. Work on them and put more time to improve, improve, and improve. Good luck!