Dynamic level design is a neat concept, and there are parts of DmC where it's well implemented, but overall I thought I thought the levels were just OK. The art style just doesn't look that great to me and I thought the very on-the-nose signage was a miscalculation. Don't literally state the themes of the game in plain text, lol.
DmC's levels are largely linear paths with a bunch of scripted visual elements. Most other action games are very linear too, but that's because the point is to usher players from one battle arena to the next with breaks in between. If your combat is subpar, like DmC's, and the in-between parts involve lots of tedious platforming...well, that's not exactly a recipe for fun or replayability.
Compare DmC's levels with, say, Tairon in Ninja Gaiden Black. An expansive area with countless paths and interconnections is much more enjoyable to me than DmC's platform-fests.
Another factor is whether or not traversal is enjoyable. A game like Bayonetta 2, with its instantly responsive controls and movement options that let you tear around like a wolf with its tail on fire, leap great distances, do a stab attack that sends you surging forward at high speed, acrobatically flip all over the place, and zoom into the air or toward the ground with a flying kick is so much more fun than DmC's traversal, which doesn't feel especially dynamic, and so often involves standing on a platform, using your grapple chain to yank another platform into place, and then pulling yourself from one part of the level to the next, repeatedly. DmC's platforming is terribly repetitive.