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It was extremely straightforward though, but I didn't really get bored.
I felt just a little bit underchallenged.
And you can get on top of the map after obtaining the purple cube and just skip straight to the end.
I can upload a video of how I did it if you want.
So let me ask you - do you plan levels with the idea of teaching something new to the player? I find that teaching new skills is the only way to sustain interest over the course of an entire game. Each level needs to build on the skills learned previously and add challenges which increase gradually in complexity and difficulty. It is an art to strike the right balance, offering challenges with enough practice to get some mastery and then adding creative applications for the new skill - but not frustrating the player with insanely hard challenges right up front or non-intuitive skills with no instruction in the level.
There are just a couple of things that you might consider; the save stone area by the danger goo is a little awkward; I saved first then jumped back and it was a little hard to get the jumps just right. Somehow it felt awkward rather than challenging, but I am not sure why.
Clearly you think like an artist - I am thinking my own levels look drab by comparison! :)
Keep building - how is it that you are producing these levels so quickly? Mine are so slow ...