For what would be Supernooby's first rate, Enlightenment is remarkably solid in most areas. The strong yellow and grey colour scheme is good, and there's good use of blending throughout all parts to make many of the designs feel like rays of light. I like the usage of clouds and wind throughout the level to give the impression that the level is high off the ground, particularly the structures at 0:26 since the clouds also serve to provide some variation in the block designs, and the spinning ring of clouds in the following part since it feels like a raging vortex, which matches nicely with the song's climax. The block designs at the beginning do feel quite out of place, and are much more in line with a traditional design-based level than the approach taken in the rest of Enlightenment, so I'd like to see a bit more cohesion here in having all the designs share a more consistent thematic element to tie everything together.
My two main issues both revolve around the gameplay. There are many sections with forced skip prevention, such as the wave at 0:18, ship at 0:25 and cube at 0:41 all having invisible objects stopping the player from skipping orbs or pads, which is highly unintuitive and is not how I would like to see skip prevention done. I'd have liked Supernooby to either rework the gameplay to get rid of the skips, or integrate them into the existing gameplay such that no forced skip prevention is necessary. Additionally, the section beginning at 0:33 has very strong inspiration from Congregation in the layered box block designs, usage of slopes and timing/orb-based fast gameplay, so I'd like to see some acknowledgement of this either within the level's credits or in the description/comments of the level considering the inspiration is very apparent and affects most of the part. However, this is still a solid level regardless and an excellent showing for a creator with no rates; I would recommend this for Feature.
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sorry about this gang