First level: I was decently surprised about the physics and sfx. I immediatley understood what the task was and the snapping really made it confirm my theory going past the first level with ease.
Second level: Has a similar vibe to the first but different. i still kow what to do and ware able to clear it. Nice progression so far.
Third level: first thought was: "oh god, i gonna need to replace them all" but no. you change the task. I was also immediately able to understand and progress. But it felt way less satisfying than the task before since finding the right button doesnt really have any challenge. Before you at least had to remember a position.
Fourth level: I know "dont click" games and the clicking sound really helps knowing that the game didnt break. I was able to wait it out and progress. But it was yet again a completely different kind of task. Also not as satisfying as the first two.
Fifth level: The blue screen didnt really make sense. I understand that you wanted to go for a 4th wall break, but the execution didnt really work and the game design didnt make it expectable. Especially if fixing it means just clicking it. At first, i sat there and waited since in real life you gotta wait for it to restart but nothing happened. Then there was this weird QR code that has no connection to a blue screen. Then i though "since this is a try for a 4th wall break, maybe they actually implemented some server thing that the qr code works with. That would actually be pretty cool as i have seen those before." But to be honest, i am never going to visit a link on some sketchy browser game so i though well... am i stuck here now? Then i ran a scan of the qr code to check the link and it just led to your game page. That made me realize that this code has no functionality and it wasnt the solution, which was quite disappointing to be honest. Why putting it there then? It is completely out of place. I just clicked to see what happens and it continued. Very unsatisfying and not very puzzely.
6th level: The chipmunk platformer. The chipmunk felt really unconnected since it is an unexpected and completely new character mid game but okay. Controls were obvious so no problem there. The puzzle was again easily understandable and it actually picked up some functionality from the first two levels which was nice. But it was really no challenge. I displaced a single platform a little bit and was able to get the acorn. And then...
The game ends... mhh
I felt like you had many puzzle ideas to put your game but didnt think enough about continuity or coherence, which are very important things for puzzle games in my opinion. The puzzles were too unconnected and too random for it to feel like a continuous, nicely rounded experience.
I would trash the fifth level and the whole 4th wall break idea. It doesnt fit to your more fun ideas.
Rather work on expanding your what works and what is fun, which i think were the first and second level. Applying the same task of the wall of buttons in the third level would actually been more fun to me but it also needs a twist just like you did for it not to be repetitive.
Fourth level is again a big task change and break in continutiy with the "dont click" game mechanic. I would also scrap that and go for the previous type of puzzle mechanic.
The 6th level was actually decent even the the chipmunk was a bit out of place because it picked up the established puzzle mechanic from the first levels which is great and what a puzzle game is all about. Presenting the same mechanic in different ways. Here, simply placing the acorn in the top center of the game would have at least made me use all the platforms and it is not that hard to understand. You could easily make more out of that but also keep in mind your first puzzle mechanic. Dont suddenly abandon your first ideas by becoming a puzzle platformer for the rest of the game since you could have started with the chipmunk in the first level then.
So long story short: I see great ideas and also the execution was great. Not a single bug or issue, super clean playthrough. But the design just needs more work, more consistency, more coherence. Revisit what makes puzzle games work and try to improve on what you already built.
Edit: I just played with sound and the sound bug in the fourth level was already mentioned before, but i personally think the music is too fast and stressful and gets a bit annoying. The bouncy effects were really fun though.