The idea is nice, but the level design and application of it are mostly uninspired here, the last level's trick being the only exception. There are likely many more ways to expand upon the core mechanic of copy-pasting tiles and 4th wall breaking, not to mention other game objects that can mix up the level and diversity of challenges. So on one hand, it feels like a missed opportunity. But on the other hand, there was a 48hr constraint in place, so it's understandable.
That said, the level design does fall short of its potential. It feels more like a single trick that happens across multiple levels. All levels before the final one basically have the same solution, but this seems to be intentionally to function as a setup to subvert player expectations in the final one. It works but is a little bit underwhelming. Still, a good idea is a good idea.
The controls do feel rather unintuitive at times. To clarify for posterity, Click->[CTRL, C] to copy but [CTRL, V]->Click to paste (note the order between mouse & keyboard inputs). Apart from that, the platforming physics are rather sharp and unforgiving, which is troublesome for the A-D-Space control scheme. A tip for future players on this is to "solve" the level in your mind first, then do all the copy-paste steps, and finally use 2 hands for the platforming. The character's jump can clear about 3 tiles high, just about, and it's quite easy to fall off the edges, given the small size of the tiles.
The art and music are functional, and the visuals do read clearly. However, as these are pre-existing assets, the presentation score is limited accordingly. Thank you for making the text a readable font-size, though. It seems to be an issue for about 50% of the games I've played in this jam thus far.
Overall, there is a seed of creativity here, but it's still barely a sapling. It could produce much more engaging results if expanded upon, but the present form currently only reaches the extent of a single good one-time trick. Good work completing a game project in 48hrs!