That thing with dying when hitting the different colored platform is a totally valid design decision. Plus you did a great job on communicating that through the level design. So there is nothing wrong with that. I just did not expect it and that might be grounded in the fact that platformers are a highly saturated genre. That plays into the design decisions and mechanics with the swinging and colors and everything related to it as well. You definitely did a great job implementing all that stuff but for me it is nothing that challenges my way of experiencing or my way of thinking about the genre. I have seen switches and force fields and the importance of colors in other games. Yes, in different combinations and maybe even in different contexts, but just seeing them rearranged and differed does not necessarily make the whole thing unique automatically. What makes a game unique is (at least for me) creating something that I think to have figured out at the beginning and completely flip that expectation upside down on the way to the end.
But don't see this as an attempt to "roast" or degrade your game. After all we only had 48 hours to create a simple prototype and for that you can be very proud of yourselves. A "game" created in a jam is very far away from a final product, it is just the very first idea brought to life. So in regards to your your question: For a game jam you don't need to create the most complex levels. Complexity can be used for leveraging difficulty later on. Uniqueness however is vital for being recognized and standing out of the masses. So you don't necessarily need it in a jam either (unless you try to get the first place), but later down the road it can be the factor that decides between 10 or 10k copies sold.
But long story short: I just wanted to say that, when trying to iterate on what you created, don't just throw together some mechanics headlessly. Challenge the way the player and you yourself as the developer think about them.