I LOVED the presentation a lot, the art and polish is clear to see
I'd love it more if I didn't magnetise to the wall so easily, there were so many unintended walljump hangs. It's also quite unfamiliar, or at least felt awkward in my head, for the player to not slide down for so long, almost like it was 0.1-0.2 seconds too long of a hang
As someones said as well, the part where you fall and cannot see what's the correct path is frustrating to play, I think you never want the player to feel beat or cheated by the level, especially if the goal is to make them feel slick. I think the level with lots of windpushes where you could mostly walk one direction and jump at the correct time felt the slickest to me. Good stuff