-Looks like good production, though I'm not a huge fan of pixel art + lots of post process. Level curving around player feels like a step too far, in my taste at least.
-Showing the next level in the background is neat, but I find it distracting. The color and size is similar enough to the foreground that it makes the level harder to read, especially the background targets that still stick out visually and spin.
-Interesting mechanic, don't think I've seen fall-through platforms that are only passable when falling fast enough.
-The previous problem I mentioned with the background just became way more annoying, it wasn't until the 4th time trying the time trial that I realized the shadows of the next wave of targets were there. This is because I was ignoring them since I thought it was from the background level. The fact these shadow targets in the foreground are less obvious than the background level's targets is ridiculous.
-IDK, the sliding under a low ceiling feels annoying to execute(specifically getting under it in the first place), though maybe I suck.
-Hitting targets and getting a boost is fun. Though I will say that it feels backwards to me to aim in the opposite direction it goes. Maybe make that an option to swap.
-Good idea letting the player keep playing after failing the time trial, by the way. I like when games let you do that, like Stephen Sausage Roll.
-Having water kill you but its waterfall and the resulting pond not feels needlessly confusing. Make it more obviously a background element, or different color.
-It would be nice if the countdown for the time trial didn't start until you move, so you can respawn and not have to move immediately always.
-Not getting a boost while standing on the ground feels kind of odd, considering the UI displays the aim arrow regardless.
-Portals are good fun, I like how it interacts with the boost mechanic. Level it's introduced in feels a little brutal, instant death everywhere so you can't have much fun with the new thing. Though I suppose it's needed since you could otherwise just wall jump around. My solution would be instead to make another terrain material, like smooth stone, that prevents wall jumps but doesn't kill you.
-I didn't realize until now that holding jump after a boost increases your speed. This doesn't feel very intuitive to me. Maybe you could force the player to learn this earlier on.
-You can walk over the top of the first portal level, which seems unintentional? The second set of targets is trivial you just walk over the top after getting the top right one. I feel like I missed an important lesson.
-I learn now that if you crouch on ground and destroy a target, you get a slide boost.
-Time being depleted while the portal animation plays feels annoying. Hard to say when using it as a boost saves time or not.
-Stopping on the level with the spike mountain top. Game is fairly fun, but the difficulty curve seems steep.