Thank you a ton for playing the game and giving some real good feedback! I understand the tutorial issue and you might be right, either way the rockets are well introduced by Stage 2 so it might not be an issue if I remove that. Also yeah I'll definitely fix Stage 6 cause thats the jankiest of the bunch, a higher jump might not be too bad, I'm still a beginner at Unity in general so more fluent controls are a bit harder for me to get right.
Also, the ghost is meant to be stopped by normal walls and the red-transparent type introduced in Stage 5, however it can also go through some in Stage 6. This wasn't intended as a mechanic, it's to avoid softlocks in which the ghost can get stuck in between walls and make the stage unbeatable.
About the narrative, it was... definitely rushed lol. At first I didn't intend to have one but I figured some context wouldn't be bad. A long animation-cutscene was the fastest and easiest way I could do this without wasting too much time so in regards to that, yeah my bad lol.
And finally, about the transition, I made it myself and it was actually pretty easy. It's two Unity Canvas UI elements as children of a GameObject. This means I was able to add an Animator component to the parent object and create an animation for both to move at the same time, so essentially, yes, they're just two big squares that move out and in lol.
Once again, seriously, thank you for playing my game and for this great feedback, it genuinely helps a ton!