This is a great example of level design. There is a nice use of varied tiles, backdrop and asymmetry to make it feel like a lived space. Gems and layout are used to guide the player to the first challenge in such a way that it become quickly apparent what needs to be done. The level has multiple varied challenges, but the use of checkpoints keeps it from becoming overwhelming.
In particular I enjoyed how the missiles have the frenemy relationship with you. You need them to progress through the level, but the wrong angle and they will kill you. I found it to be an enjoyable challenge and something silly about trying to guide this huge missile through a tiny cavern. Really well done, Popdonk recommends!