The level starts out interestingly, neat concept, understandable. Simple design, and I thought "there's gonna be more and more features added substantially"
I liked that.
Now this is my journey through playtesting your level:
Room 1-10:
general fun, I'm liking these gimmicks.
You can get stuck left of the grey lock, though, and have to kill yourself.
Room 11:
I'm just gonna jump on this Ninji.. oh, it killed me. Damn, I forgot about the ceiling.
Now I'll just have to do those whole 10 rooms again and, oh, just read the sign, I guess.
Now to press this switch.
I tried about 5 times, then I just put my starting location there, because the first 10 rooms are so easy but take long to redo.
At that point I tried about 30 times to press the switch without dying, I almost came to the conclusion that it was impossible. Then, i did it once and after about 10 more tries I did it again.
It's insanely hard though, all of a sudden.
Room 12:
Why not make the bombs drop from the ceiling? The generator totally freaks out when you let one bomb explode on it.
Room 13:
Fairly easy, if you understand the reference. If not, I guess you'll have to try.
Room 14:
Understood that reference too, but I still fell on a coin once and I thought
"Man, if I wouldn't be cheating the level at this point, I'd have to redo all those rooms again, several times, until I got past the crazy hard Ninji room, so I could try once again"
If someone doesn't get the reference.. well, that would be worse.
Room 15:
Same as room 14, ^2... I mean, precision tile jumping? Really? And if you make one mistake, you get to redo everything again.
Room 16:
I didn't really know what to expect, I pressed the switch, I didn't make it in time, because I had no idea what to do, I saw you don't get another chance... I stopped playing.
So yeah, that's basically that. The problem is, as soon as you make any mistake, you have to restart, and then you get to face this level's difficulty curve, which is basically a 89° angle at room 11.
Also, restarting this level is really boring, at least to me, because it's a mix of knowing what to do and high precision platforming. The first few rooms are basically a nice one-time joke, the late rooms are basically mini-kaizo.