With UPlust being as old as it is, it's no surprise to see messy, high-blending grid block designs as is common with most levels from the time period. I don't have much to say about the designs - they're okay, but nothing special for the time and haven't aged very well - and the gameplay is also quite unremarkable, lacking much in the way of flow or sync and just sort of existing to provide the player obstacles.
One thing I do want to hone in on, though, is the city part around halfway through. There's a pretty notable lack of contrast between the foreground and background, which happens for three reasons. Firstly, the background doesn't parallax properly, so the three layers of buildings either don't move at all and coalesce into one blob, or the back layers move too quickly compared to the front layers, which hurts the sense of depth that the parallax is meant to create. Second, the block designs use the same (or very similar) base black colour as the front layer of buildings, and since the block designs aren't outlined this causes them to frequently fade into the background; lightening the base colours of the background buildings would have fixed this. Thirdly, the yellow highlight colours used for the windows in all three layers of the background are exactly the same. If the base colour lightens due to depth, it's logical that the highlight colour would start fading into the background, in this case becoming more of a pinkish tone rather than the strong yellow used.
Despite much of this level not being very noteworthy, I wanted to visualize how a couple simple fixes could serve to elevate one part to a much cleaner and more professional-looking status, regardless of the actual asset quality, with just some colour tricks and understanding of depth perception. I'd recommend this level for Star Rate, and I hope the feedback helps anyone looking to create depth effects in GD.
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sorry about this gang