My Review:
Atmosphere [5/5]
For one, actually name your level. The best part of a level is comparing how the level acts to the way it is named. The fact this has no real name aside someone's name kind of disappointed me. However, being an electric
Level Design [2/5]
This level fell short in quite a few ways. For one, the level holds you hand with platforms with arrows on it, which are also not used correctly, yet they don't actually seem to help you anyway. I highly suggest removing these platforms or at least getting rid of their arrows if you have no intention on using the as moving platforms like Chad did.
Next, the water. You used Metroid Fusion Sector 4's gimmick of having electrified water. However, this isn't conveyed graphically in the correct manner. You would've had a much better chance having a re-textured water graphic in which the meniscus of the water is being electrified rather than having the water flash. Having the water flash is also pretty bad in case someone is not very good at dealing with flashing colors, such as myself. Also, the water itself is setup in a way where it is only in the way, yet the methods to avoid it are a lot more dangerous than being inside of it. Take for example a lot of the "air" pockets in the later part of the level. A good chunk of these areas have koopas or "Water" bars which only hurt the player if they stand in it too long. It is much faster to simply take the hit from the electricity and gain some progress instead of waiting around to get smacked in the face.
Lastly, if you level is going to incorporate secret stars, have the individual sections for these stars be a bit more immersive. Having just a single 1-screen room is really a let down considering actually getting to these rooms doesn't require much skill to being with. Also, I really feel like the level ended off on a poor note, especially considering how weird the rest of the level was (weird in a good way). Ending in a flag pole AND star is rather...weird, I highly suggest removing one of these.
Graphical Continuity [4/5]
My issues rest in the water itself. I highly suggest having electrical nodes in the water to signify the reason WHY it is being electrocuted to begin with. Also, electricity flows along moving water as well, meaning waterfalls will still conduct electricity. So, in a section where two pools exist in the same vertical area, don't have water pools leading to the next one. This just makes no sense scientifically.
Then there is also the platforms with arrows on it. I commend you for using these as signs for the player, but after playing one of Chad's levels I must say your usage of this graphic is poorly executed. I recommend just removing the arrows since they serve no real purpose.
BGO Placement [4/5]
The BGOs you used were pretty well used, although some pieces of the BGO look like regular blocks and can end up tricking the player. Plus, on top of this, the later parts of the levels stop using support beams entirely in favor of just using chains and lamps, which I find incredibly weird. It is almost as if the last part of this level was incredibly rushed, and the ending is only more evidence on the fact.
NPC Placement [1/5]
So let us go into debugger mode....there are exactly 3 coins. THREE? And after looking into this more, they are just the dragon coins too, which there should always be 5 of these little guys, not three. The only enemies you used were koopas, easily avoidable, and water bars, incredibly difficulty. The fact these two don't mix at all was incredibly annoying...having such a major gap in how they were used. The water bars themselves are only used in order to kill the player rather than be creative and use them to force the player to do something else. I would've loved if these water bars were attached to blocks via layer attachment. This way you could've had some cool level design choices open up if you experimented with them like this.
Lastly, these cursed water bars are placed in such annoying spots. In fact on portion of the level requires you to jump out and back into 2 water pools with only one air gap in between these two pools. In this gap, of course, is an unavoidable water bar just ready to smack you in the face. I assume you expected the player to never get hit once and only use the statue's ability to avoid it, which is a weird assumption but it's the only one I possess.
Difficulty / Replayability [4/5]
The difficulty is unreasonable at times, but I probably play this level again. I have no other comments other than fix the issues from above.
Overall Score: 20/30
Final Score: 6.6/10
Judgement: Pretty Good
Video:
https://www.youtube.com/watch?v=kTN88VayCDE