Woah, this submission is insanely good! The concept is so creative and matches the theme perfectly! The game implements the concept into its gameplay extremely well! The levels felt so well thought out and uses its mechanic to its full potential! The game had a handful of difficult levels, but all of them felt fair. I think the artstyle has a lot of personality to it too! Really love the whole look and feel of the game! The audio was also well produced too (I love how the every sound effect has this reverberation quality to it, nice stuff)! AND LIKE THERE IS A LEVEL EDITOR??? WHAT? THATS CRAZY!!! This game already has a good concept, great art, nicely produced audio, well designed levels, and you also included USER-GENERATED CONTENT??? I'm speechless... this is really amazing!
There are some things I kinda want to make note of (but they are pretty minor quality of life suggestions). First off is the controls, they are fast and fun to move around with! There was a lot of thought put into it (thanks for putting coyote time btw, saves me a lot of stress). Though I feel that sometimes the player felt too fast and hard to control. I especially had difficulty trying to center myself in one tile blocks as I would usually fall off them even through the slightest input (Died many times in level 6, trying to center myself to the block on the far left of the level). I assume player horizontal movement was done by instantly applying a vector force onto your player character depending on what button they pressed (correct me if I'm wrong though, just a pure guess haha). If you want your game to be speedrunner friendly, I think runners value precision (how well they control the character / how often the game does what the player wants it to do) rather than overall speed itself. I'm not saying to change the speed of the game (its really nice), but have you experimented with acceleration / damping / lerping in your game? If you want the game to still be fast, you can just have a quick acceleration and have a max velocity cap maybe (speedrunner games like Super Meat Boy do something similar)?
This may be just a me problem, but I also feel like its hard to distinguish the levers that the ghosts can interact with and the levers that you can interact with in the game. The colors picked for the levers both are light colors that are sort of near the same spectrum of each other. Especially with the small size of the sprites, it'll be hard to distinguish which one is which in smaller screen sizes. Maybe to counter this, you can make the base of the lever have more contrasting colors from each other or add a shader or spectral visual effect thingy on the ghost lever thing (hopefully this makes sense XD).
Those are the only two minor issues I have to this fantastic game. If I saw this game marketed online right now, I wouldn't have believed you if you told me this was a game jam game. This was really great and I had so much fun solving each level! Great job!