Hi, I just played the new version and as usual amazed by the new content. However I have a suggestion on level design and difficulty. (this is not urgent, and probably not hard to do either, but I want to suggest it now so you think about it while developing new levels).
In general I thought the new levels placement of enemies are starting to become a bit repetitive and most traps/enemies are easy to dodge.
I think in the new levels when you reuse old enemies, more of them should spawn than before or the level should come with a twist, to keep the difficulty curve steady. A good example of that is the 2nd snow level, I was expecting a snowman to appear, but this time there was also a spider near it, so it was much trickier to dodge than in the 1st snow level. This is good level design. But unfortunately I thought the new levels were kind of lacking ideas like this.
The mud world, for example, has incredible potential for all kinds of traps and goblins, but I was surprised to see only 2-3 ones in total. I think there should be at least 2 rooms with 4-5 goblins, one of these rooms should exploit the mud mechanic, and one should exploit the trap mechanic. The trap should also not damage you but instead stun you for 1-2 sec so the enemies can take advantage of it.
Considering your game has so many gangbang anims, every room should have at least 2-3 enemies, at least in Hard difficulty. I don't think players will mind too much if the game is too difficult in Hard considering what happens on screen when you lose is not that uncomfortable to watch ;)