Interesting mood at the beginning. The bells and pads have this dissonance about them that's still somehow soothing. I love the phasing synths that first pop in around :20. You successfully changed the pace at :38, which is good. The drums are still mastered really quietly, though. I think you need to compress them, and then make sure that you've equalized out all of the lower frequencies in everything except the bass and kick, because I can hardly hear the kick here. Despite its slower pace, :37 felt like a chorus/refrain section. Yet you never really added to or even returned to that melody later in the piece. I think one thing you really need to focus on in general is coherence. Perhaps the fast-paced, dynamic nature of these tracks is fitting for a video game, but if you're not listening to this on loop 50 times while smashing cartoon monsters, the broad disparity of different sections of this piece come across as pretty jarring. You have this great bell-like trance going on for the first 35 seconds or so, and then a more bass-heavy atmospheric section at :37. From there, you dive right into a bubbly, fast-paced retro VGM vibe. I'm hearing some more bell-like instruments at 1:49, but by then the harmonic structure of this piece is completely different than what it was at the beginning. Perhaps it's okay to make these sorts of drastic structural changes for a breakdown or bridge section, but I don't think they should occur throughout the piece. Again, this is my perspective as someone used to judging stand-alone content. I hope this makes sense, and if it doesn't please PM me with more questions. I can understand why you're a well-respected video game composer on this site, but the compositional expectations are simply a bit different for the audio-only contest format. Hope this helps! Good luck with your future tracks, man. ;)