An ambitious concept that oozes with potential and sticks the landing. I love the core fantasy that's fulfilled in the final loop of each stage- overseeing my goopy platoon as they chaotically work in concert. The "goop loop" mechanic is technically impressive, and I didn't encounter any issues or bugs with it. There are some tricky puzzles in here, especially that last one, which had a great "did you really think it'd be that easy?" moment. I want to eat the little guys. The main theme bangs, and I never got tired of the sax riff, even after 30+ mins of continuous play. The track kept the energy up in those moments when my keyboard hand migrated to my chin, and it also gave the experience some mystique and atmosphere that helped offset the puzzle fatigue I usually get from these sorts of games.
If you choose to continue development, I can think of a few minor tweaks that might improve the experience (for me, at least.) For one, it might be worth shuffling around the puzzle order to create a smoother difficulty curve. Also, I feel that loops resulting in death should be ignored, rather than instantiating an NPC phantom goop. While we're at it, it'd also be nice to be able to manually reset a loop without instantiating an NPC. This would lead to fewer hard resets by players who are targeting the par score.
Hats off to the whole team! You made something original and fun, and I think you could take this concept far with some additional dev time. Whether it's more Gooplicate or something entirely different, I'll be awaiting the next drop. Oh, and Level 9 was my favorite.