There are some particular ideas that work here, like the super long hurt areas to encourage copter-earing, or the tiny blocks in front of enemies so the player slows down. The use of springs is good. But mostly this level just feels a little too empty to me, graphically and functionally. The gems just off the main path are a good start, but there need to be more pickups in general, especially ammo (e.g. bouncers and ice for the Bilsy fight), and some more variety in wall size, and a lot more visual detail.
Haven’t played the other levels from this user, but based on the ratings, this should be a definite improvement. The level is pretty competently put together. No splitting paths or secrets or coins, but since it’s a short level that can be completed in about 5 minutes, it doesn’t matter all that much. The eyecandy seems to be on the blander side, since from what I see, it seems only layer 4 and 8 were used. Item and enemy placement were decent, but there weren’t any carrots, not that the level is that difficult, but 1-2 may have been better. There’s a boss fight with Bilsy at the end but bosses were never the strengh of this series.
Anyway, overall I think this is a competent/decent level. It does enough to tip the rating on the more positive side. Most of the basics are there and there’s nothing outright bad in it. Like I said, I didn’t play the other levels from the uploader, but this seems to be going in the right direction. Keep up the improvement!! I’d definitely encourage you to make more levels.