Really interesting platforming concept that requires the user to be creative in cancelled rotations and jumping on it before it leaves again (at least that's how I solved lots of the puzzles, maybe I did it wrong :P)
I think the jump from level 1 to 2 was a bit too intense with level 2 requiring too much and needing to be a bit clearer to the user where they have to go next - for example, the carrots you have to fall to get really should have an indicator that the user is doing the right thing, or it becomes a very frustrating experience to jump towards something, missing it by a tiny amount, and then needing to repeat a long platforming section.