I feel a bit targeted here since this level corrects a lot of the things that I found fault in when it came to Boundless, so as a result I feel a lot more satisfied with this level and I came away loving it, probably a lot more than I think the average person might. Most of all, I think this really goes to show the power that gameplay has in a level and why it's so important to design levels around it first; this level exudes fun and whimsy and the gameplay enforces that feeling with how you feel when you're coasting and gliding through the level's obstacles, or rushing down flights of stairs during the cube segments; there's a lot of excitement that I feel when watching and playing this level that I do not think would be there without the gameplay.
Because the gameplay gets a lot more focus, it relegates the cinematic elements that I criticized in bpi's previous levels to a much more subtle and fitting role, being used for flourishes and transitions. I especially love the transition to the ship part with the piano keys- that's like the perfect way to use those sorts of elements where they hype the player up for what's to come- it feels so satisfying when you pass it and have to lock in for the second half of the level.
I do have a few complaints, the big one being that a few parts are a bit of a miss- especially the boat part. The lack of structuring makes this feel pretty desolate and quite the big break in flow- I'm not a big fan. I'm also conflicted on the leniency present in this level- some jumps having decently strict timings and some jumps providing a ton of leniency is very odd juxtaposition and it results in some parts feeling like control is being wrestled away from you. I would prefer the former consistently the whole way through, but I understand why some parts had the leniency they had. Still though, it's great.
Another one added to the catalog of great bird-themed levels; we're simply always winning.
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sorry about this gang