Note- Nice to see someone who uses Latin in the level names. I am surprised I've never seen someone else do this.
While I admit didn't add too much to the level, I find that everything pertaining to the atmosphere was spot on. This is only doubled by the music choice, which only keeps the player excited. I admit, the beginning of the level is painfully dull, but this is only because I hate having to explore (personal preference). But the music you chose only made me want to stay in the section in order to keep listening to it. So, kudos.
Level Design [3/5]
There are two big issues I have with the level, it's length and difficulty.
Let's touch the length:
-This level took me 11 minutes, on camera, to beat. I am sorry man, but this is way too much time to expect a normal player to play a level. Typically keep a level between 2 to about 8 minutes involved unless it is for an episode, in which case rules are generally overlooked depending on the designer. Not to mention, there is so much to explore that I am not entirely sure which was is the "right" way to go, so the player is constantly lost despite never being lost. I recommend adding in some signs in order to let the player choose whether to explore or not in the first section. Finally, apparently there is a completely hidden-away section that I couldn't figure out how to get into without cheating. I must say this level is great but falls victim to one of my signature quotes: a designer needs to learn when to simply stop placing blocks.
Let's touch the difficulty:
-As for the pyramid, this is just too long with way too many gimmicks present. While I don't have an issue with people placing gimmicks, you used too many. You have to go through about three unique sections just after the midway point just to reach the end of the level. Not to mention, this is still artificial level extensions being put to use: meaning to force the player to take a sidepath in order to use the main path. I find this type of design rather lazy, even though you did entertain me quite nicely. But, my issue doesn't stem from the fact it was used but the lack of consideration if a player dies during these segments. If you make one mistake, you have to do ALL of it all over again, which is horribly cruel.
-If you intend on making such a long level, make it pathetically easy to help compensate the overabundance of obstacles being thrown at the player.
Graphical Continuity [4/5]
To an untrained eye most wouldn't have seen the issues regarding your tileset, but I noticed two issues.
-Your slopes do not mix into the tileset at all.
-The lava doesn't mix with anything in this level. I honestly don't understand how lava can co-exist with sand and sandstones, let alone why it needs to be in the level.
BGO Placement [5/5]
No issues whatsoever.
NPC Placement [4/5]
I would've had no issues in this field if it wasn't for the lack fo coins.
The level doesn't really use coins after the first section, which seriously bothered me. There is so much empty space when you realise the lack of coins in the pyramids.
Difficulty Replayability [3/5]
Level is unique, and interesting..but it is so long that I probably won't play this again. Certainly is one of those reluctantly played levels in episodes. Where it is super cool, but drags on for too long and leaves a "meh" impression.
Not a bad level, but you need to really work on how long a level should be.
Overall Score: 24/30
Final Score: 8/10
Judgement: Pretty Good
Original Link: https://www.youtube.com/watch?v=NaFLp18TvTk