The rotating tower effect is seamless on the title screen, but it doesn't read quite as well during gameplay. The platforms don't seem to scroll the same way as the bricks do, and when they don't line up it's noticeable.
I liked how the tail lags behind the ghost, and as a fellow developer I know that programming those sorts of things can be a real pain. What I didn't like was how he would continue moving upwards after I let go of the key so that the tail could unfurl. It made the vertical movement not match the horizontal movement, which made the flying feel a bit clunky.
The platforming was a little clunky too, and I think it's because of the way the platforms move across the screen.
I got stuck and was unable to complete the game because I kept being blocked by the bottom of the staircase above me and falling directly into the spike pit. There was no other path I could take to reach the button, so I couldn't progress.
Overall I think was a cool idea that suffered from not having enough time, as game jam games so often do.