I think what I want a level like this to test me on, and what this actual level is testing me on, are pretty much in conflict.
The first few parts are perfectly reasonable, they make sure you understand how to change characters and know what the different characters do. In general you are only being asked to make it through one challenge at a time. If you manage to land on a solid bit of ground, midway through, to rest, you're just about done.
Later this goes out the window. You'll be asked to do two or three long series of movements in sequence, even though they have nothing to do with each other. There are signs that some of the parts may have been broken in half during development—sometimes two parts share the same area and the same warp color—but it's nowhere near enough. Individually the challenges are mostly manageable, but in practice, the level is asking you do multiple challenges perfectly in a row before it lets you progress.
Worse, many of the challenges are much more precise than they need to be. I expected to be tested on whether I can change characters mid-move. That's mostly reasonable! But the passages between warps are so narrow that often it doesn't matter if you get the character keys right, you'll still get warped for other reasons. I would morph to Spaz and do a double jump, but because I morphed one tick too early, I'd hit a warp above me and need to restart. I would morph to Jazz to copter-ear onto a platform, but because I was moving slightly too fast at the end, I'd overshoot the platform and hit a warp behind the platform. These are challenges completely orthogonal to the question of whether I can morph to the right characters.
The level also seems to have no real conception that some things it asks you to do have extremely flexible timing, and others require you to hit an incredibly precise series of keys over maybe a seventh of a second.
For things like that, it does not feel like a matter of skill when I succeed, it feels completely random. The level could choose to reward me for managing to kick as Lori, then morph to Spaz in midair, then morph to Jazz in midair, at all… but instead I have to press these buttons at exactly the right moments, with absolutely no way to know when those moments might be, because the intended path is surrounded by warps.
I gave up at part 17 in two separate playthroughs. I just do not know what it wants me to do—how I'm supposed to fly off those horizontal springs without being affected by gravity. And it's very demoralizing trying to even experiment with those springs, because you need to manage so many very precise, completely unrelated movements just to get there. Maybe if they were at the start, sure, but they're not.
The production quality of this level feels good! It's a familiar tileset but given some nice degree of detail, the warps are nice to look at without being unclear or distracting, there's nice use of negative space in some of the bigger warp areas, the spacey background colors are pretty. It's great to have the F7 clues, and even without pressing F7, there are a number of blocks that hint you to what you're supposed to do next. But half the level is testing if you can figure out how to morph between characters, and half of it is funneling you through unnecessarily precise warp passages, with limited checkpointing. Maybe that's PurpleJazz's deliberate intent with the level. But it's not what I wanted as a player.
(also, a word of caution: set HornFrequency in plus.ini to 0 before playing this level, or you will go mad.)

