I remember this one from IGJ. Checkpoints are pretty close, so it never feels too difficult. My feedback on level design might be to introduce the elements a bit slower (maybe the player doesn't die to the spikes immediately, and he can see how the gravity pulls the player in the first section, then spikes come in, then the bouncy sections come in). Since it's a pretty small game overall, this isn't a big deal, but worth noting if you're making more levels in this way