Okay, first off, don't ever use custom resources.
But with that aside, this is a pretty great level, at least until you reach the Deceptive Warp Zone. For the most part, you have good signposting, so the level flows alright. You also have some neat zones, I was especially fond of the Atari-esque Two-Color zone, and I loved how you had to walk through Space Station E to get to the next area, a nice little Metroidvania touch.
Though on the topic of Metroidvanias, I hope that you take the level to all those empty pathways you hinted at, especially "Pattern Broken" and "Wrapping Present". This would make the level feel really cohesive, and give a tangible sense of progress tied to the apparent depth of exploration the player does.
Of course, now it's time to talk about the bad things. First off, the Two-Color Zone didn't have a satisfying conclusion. It felt like it ended early, and without some sort of teleporter to mark the level's end, I thought it was a fluke, and kept looking. And really, you desperately need a teleporter hub. An even better idea would be to put in in the second half of the level, but have it locked off until you reach it from the other side. They're honestly very easy to implement, it's just some flags and gotoroom()
I say you need teleporters, because I hate going through the Deceptive Warp Zone more than once. That zone is based solely around lying to the player, which itself isn't engaging, and leaves nothing left once the player has figured the zone out. Even worse, you fall back on the old cliché of enemies bouncing in really tight corridors, a configuration that's just as interesting to throw yourself at until you finally break through it. Not having to go through that again would really help the level. Though, so would not going through it the first time, but if I already proved I can go through it once, why make me do it again.
There was also one moment of really bad signposting, Spoiler (Hover to Reveal)
After that, there was a moment in the story that really took me out of it. Spoiler (Hover to Reveal)
There is one more, surface-level gripe I have with the level: you're using the old, bad method of Internal Scripting. Please, use the say()
method, it doesn't have script bars, so you never get stopped by random cutscene bars. Ved can do it automatically for you, even.
Other than that, it's a nice level. And I know I just spent five paragraphs saying why it's bad, but has bigger reasons why it's good. You have a much better command over pacing than a lot of level creators here, and you use room difficulty really well. Playing as Vitellary is also an interesting touch, many levels would just go the easy way out, and have you play as Viridian. Ultimately, while it is currently flawed, that can be eliminated, and even still, it does enough major things well that it's a good level.