Splitting into gameplay and decoration...
Gameplay
You did quite well! The music syncs quite well and it shows good variety. However, fake paths and fake orbs seems to be too outdated to me. While fake orbs can still be a good level asset, fake paths is really a no in 2.1. This is due to the issue of readability. A level is supposed to be beatable without memory, so places with short reaction time may need some tinkering. (e.g. 12%: no way to differentiate between yellow pad and blue pad until later part shows up) Here are some parts I want to bring up.
- 2%: Do beware that the black orb can cause quick movement, leading to a possible misinput when the cube reaches the ground. It's not a problem: many levels use a similar layout, but do note that some people don't prefer this.
- 26% to 27%: Long orb combos can cause bugs. In this case, the player will be unable to reach the portal if they hit the first green orb too early. Bear in mind that orbs trigger at the same time as player input, and therefore is likely to cause discrepancies, especially when you stack them.
- 43%: Handling 4x speed is an art, an expertise, and a problem to ponder for many aspiring creators. In short terms, it is not easy. It is hard to navigate in quadruple speed, especially when you are using cube and UFO, where a single input can give a large momentum. Make your layout easy to read, and not frustrating to play. You did okay at the wave (doing that should not be too hard tho) but the Jumper spikes can catch people offguard.
- 66% to 70%: Jumping over quadruple spikes repeatedly is boring. Do not do that.
- 75%: I crashed there once. It is probably due to the fast speed causing me to miss the blue pad and go up. Make sure that auto parts are 99% bugproof. They are really frustrating to crash on.
- 86% to 89%: Watching your name while spamming in wave does not seem to be intruguing. Trying showing a signature in a more special way, or put it at the endscreen.
Decoration
I noticed that you went for a 1.0 nostalgic style. However, the community seems to have already moved on from the 1.0 style long ago. Sure, there is a 2.0 level named 'Dear Nostalgists' by TriAxis, but that was made by TriAxis. What a 2.1 level need is block deco, air deco and a background. For different styles of decoration, you can check out some YouTube videos or just simply dive into epic levels. You did put your effort into making the level look good, but 5000 objects isn't really going to take you that far. (unless you are a super talented creator and can create crazy shenanigans using only triggers and a couple of blocks) My advice for creating decoration is as follows.
- Experiment. Try what you can create. Start from something small, like decorating a single block, and imagine how it would look like if put into a complete level. Develop your ideas through trying, and also master the tools of creation along the way.
- Learn. Try to get ideas and skills from other epic creators. You can also copy levels to dive inside which objects they use and how they manage layering. Mayve you can learn something useful that can be put back into your own level.
- Take your time. Remember, no epic level comes out in days, or weeks. They come in MONTHS. Take your time, and fill in the bits slowly and patiently. Level creation is not a casual game, it is art, and it needs dedication. If you can put time and effort into your levels, you can really create really awesome levels, even comparable to the best creators. I promise.
Triggers
I'm not sure whether the 1.0 style made you avoid triggers, but they are really really useful. Check out the editor guide or other videos for how they work. However, I would like to recommend some triggers that is incredibly flexible and will be your best companion on your journey to create effects.
- Move trigger: Gives dynamic to the level. Has different configurations such as move time, easing, movement locked to player location, moving to a target, so on, so forth. Can fit a wide range of styles and feel, modern, tech, quick levels, hell levels, ambient levels, you name it.
- Rotate trigger: Similar to move, but angular. Effect of rotate trigger will not be visible in the level editor until you leave it and return to it. So keep in mind about that.
- Alpha trigger: Simple but useful. Controls opacity but is really useful for different situations, such as transitioning or making something appear more naturally.
- Spawn trigger: The crux for all effects. Though it may not be really useful if you want to make core deco, it proves its worth in modern levels. Uh, and games.
- You did use the colour trigger so I'm not going to talk about that much. Do note that the colour trigger can also be used on objects groups apart from colour channels.
Verdict
I would say this stands at Low Decent. I do see your potential in gameplay, but the decoration simply cannot make it. However, you will always succeed if you try, try again. Good luck and never give up!
PS feel free to tag me again!
judging is demanding but it's satisfying to see creators grow