Those two options felt like the most natural progression of the current state of development. The first being continuing down the Foddian path and making it similar to other games of the genre. There are Foddian games that have a few different levels or expansions, Jump King is the first that comes to my mind, but they are all "Foddian" levels. Continuing down this path is the obvious choice. What I wanted to consider was making it a more speed-focused game than difficulty. It would appeal to players of racing/platformer games, styled similarly to TrackMania. The Foddian level(s) would be last. However, in doing so I think I would lose the Foddian audience so it would be a complete demographic shift.
But yes, Foddian games are supposed to be difficult and challenging. Ideally they are structured like Portal, where the game is slowly teaching you one mechanic at a time as it then asks the player to assemble them together to beat the next section. Practice mode also solves the problem I have with Foddian games of "oh come on, now I have to climb that far up just for one more attempt?". Some may say that's part of the challenge but it's a part I don't like.
I also enjoy those sections, as well as the "anti-gravity" section. What I'm less proud of is the several times you need to wait: whether it be to gain enough height on the rubbery surface or waiting for a moving platform: that's where better level design (and hindsight) comes in. Once again, thank you for the feedback. I already wanted to continue development on this but having someone beat it has been great motivation.