00:12:966 (4,1) - strong note and you just ignore that it's strong sound emphasized with finish hitsound even. buff the spacing it's inconsistant and too low
00:20:792 (2) - The curve of this slider could make it easy for the player to miss droplets by fully walking, consider making it fully horizontal instead
00:20:985 (3,1) - Would be nice to have a distance increase here for cymbal emphasis and new section, currently this is much weaker than other walks that have a cymbal.
00:21:933 (2) - could just remove this note as you are leaving similar sound at 00:23:889 -.
If you did it cuz 00:26:172 (5) - , that should be okay since the vocal is starting to be more intense after 00:26:172 (5) - as you decided to follow vocal at 00:27:313 (2,3,1,2,3) - .
00:41:172 (1) - id like to change this into 1/2 slider instead cuz it follow the music better
00:52:422 (6) - Could make this a 1/2 slider to cover the drums more, similar to what you did here 00:46:715 (2) -
This would also cover the vocal at 00:52:585 - which feels skipped currently
easy way to "fix" that, is by keeping current rhythm
but making them horizontal, like this for example: https://i.imgur.com/tot5Y2N.png
since song is doing a lot, then it's fine to give it more walk movement.
plus, the flowbreak from 01:02:530 (2,1)
-> (2) constant movement bc of the drums into the standstilll of (1) <- start of a new section + vocal
gives it a really nice gameplay experience imo
01:06:932 (1) - Standstill on this slider feels a bit underwhelming, consider adding some movement here
Maybe a pattern like this? 01:09:052 (2,1,2) -
00:52:748 (1,2,3,1,2,3,4,5,1,2,3,4,5,6,1) - this part is a bit dense, this screenshot is my idea of timing:
https://imgur.com/TjLUduj
00:18:835 (1) sounds similar to 00:11:009 (1) - but its not the same so gonna keep it and about 00:52:748 (1,2,3,1,2,3,4,5,1,2,3,4,5,6,1) removed some notes should be fine