I played this game for a while, must have made it to level 4 or 5? I tried to make it to the end but unfortunately in one of the classrooms (the one where the guy is there and I think you are supposed to walk up to him?) I kinda got stuck walking off the right side of the map, and when I did I fell and there didn't seem to be a way to restart.
Lots of positives to say about this game. I feel like you got the harder parts of game design: Ambition, Innovation, Passion, Creativity, etc with this game. I think taking this game and polishing it would be a really good exercise because there are other things that seem to be newer gamedev pitfalls you fell into. For example, lots of people do platformers, and when you do, it's a lot of work to try to try to build it all from scratch, and I feel that's what you did here. As a result parts of it didn't feel good to control. For example it felt basically impossible to jump from moving platforms.
The good news is this issue has been solved tons of times before, so if you experimented with doing a "platforming microgame" tutorial it might help you learn some tricks. The key things you'd have to look for is "state machines" and "parenting the player object to moving platforms". These aren't things you'd know necessarily on your own, but generally people can learn it once and then it helps all their projects moving forward.
The issue with how you had it set up is that because there doesn't seem to be state machines or parenting the character being pushed up is constantly being considered both on and off the platform at the same time, so the player can't know if by pressing jump they actually will jump or not. And you can't rely on unity's friction to keep a player object on the horizontal moving platforms.
There were several things like that where things didn't work quite right, but the issues were stuff like that where a developer aren't necessarily ever really taught it outright, but you can learn it once and then know it moving forward. Other examples were things like using the scene manager to reset the levels or other smarter ways to reset the levels, because as I played it I could tell that sometimes the reset would bug the scene (enemies would continue flying left the whole way, etc).
I think across the board it might just be a good exercise to take this game and to polish off all the issues. Like I said, you did the hard part with your originality and unique mechanics, the part that needs work is just watching some tutorials about designing a platformer that feels good to play and building off the solutions that have existed for a while now.
Lots of little things just kind of added up, another example is I felt like you were going for a typewriter effect, but then you didn't pre-set the line breaks so the words that were too long and started a new line first were written above then moved below which broke the effect. Things like that, the movement, the level reset, the collision in the classroom, etc. All stuff that I think would be a good thing to polish.
Anyway, sorry for going on so long. I do see promise and ambition here so I wanted to try to give some suggestions that might be useful.