The level contains the following critical flaw: having glitches that kill the player instantly
Seriously, having large teleporting landmasses is just asking for the player to be telefragged.
Rejected. As others have said, I think the engine kind of breaks the stage. You might think about creating a row of invisible blocks on the bottom row that are there persistently between both 'phases.' Or, alternatively, think about removing the bottom row entirely (instead having only an invisible row of blocks on the top and bottom) and only 'swap' the seaweed and wall elements. Then possibly delay the 'switch' by 1-2 more seconds. If you can fix this engine problem, this would be a great level. So please feel free to keep trying, but as it is, I agree with everyone else so far! I love the gimmick - just fix it! Horikawa Otane (talk) 21:21, July 2, 2013 (UTC)