Sorry, that's not even close to constructive. If you want it to be the malicious interference of a cruel villain you need to involve it more in the game. Any time it thwarts or subverts the players efforts it should be accopanied by a clear indication that that's what's going on. It doesn't necessarily need to be as blunt as an appearance or a speech but it has to be apparent.
As it stands we were all completely unaware that it was an omnipresent villain at work and, as a result, wrote it off as being a string of near game-breaking errors. We've all played our fair share of awful levels round here and if you're going to use some of the gameplay elements that crop up in those sort of levels it's a good idea to make it clear that you know what you're doing and there's a good reason for it.
Okay, sorry for making these mistakes. I will try to fix them as soon as possible. Thank you for your constructive criticism. I appreciate it that you are trying hard to help me develop a decent level, and as so, I will do my end of the deal.
I will work more on this level, and to the things you have pointed out, I will try to make the level better than it is. I will add more dialog from the "dark one", I will add more elements to the story, and I will make it more linear as to what you're doing and why you're doing it. Once I have gotten done with this, I will check and see constantly to see the reception.
Oh yes, and with the banishment cave.. I know you've got the ghost who says it's worthless to even try getting out you've set up an apparent exit that appears similar to a challenging section of game. People have preconceptions about how a game works and while it's possible to subvert those expectations to good effect it needs to be a constant. If you only go with odd appearances of it wrapped up in a very normal-looking game people aren't going to approach it in the right way and they'll mistake it for an error.
Many games have got brief moments in a similar situation but it's always a small enough area that the player can try every possibility for escape, notice it's useless and then wait for the cutscene or event that'll progress the story. People become accustomed to being the driving force that moves the story forward and tend to be very slow to realise when you've changed that.
I was afraid of the banishment cave being too hard, I was going to add a notification of some sort that there's a button there. At first I was shooting for an area that seemed impossible to escape. I am subconsciously fixated on making lunatic or impossible levels. Maybe the next level I make will be a lunatic puzzle game, but this is not what it's about.
You could PM me a version of the cave that seems better fit for this game, and I will add it in. I don't mean this as an excuse or anything, though. But this
is only my second level ever made. Not as an excuse to be lazy, but things are bound to be messed up or broken. I'm entirely new to this.