Nice game!
Immediately I was impressed by the presentation, having lots of little animations for things that don't really matter to the gameplay goes a long way.
I like the idea of "being the level" and you are essentially guiding a player to the end goal. The flipping mechanic is used quite well, and there were a few mechanics thrown in that help with making it do more overall. I especially liked the springs, and how you could use them when falling as well as walking. The stone in the last level was also nice, too bad there wasn't more of it.
I think there is a bit of "weirdness" to the puzzles. In that you need to keep focus on which direction the player is facing before you turn the room, since the direction they are walking is very important. Sometimes this felt like it was hard to line up, or predict what was going to happen. I'm very glad you added the slowdown feature, which makes puzzles more of a puzzle then a skill check. (But I do think the spike hitboxes were just a bit too big)
It would also be nice to be able to look at the level before the player starts moving, since it can be hard to think of what to do directly on the fly. If the player is always moving, it becomes way more of a puzzle-platformer game (where it feels like you are controlling a character) than a puzzle game.
I would love to see some more things that we could do on the player side that would differentiate this game from other "rotate the room" games. Things that really make me feel like I am the room itself, and not a player. If there were doors that I could open myself, or other usual dungeon crawling traps and such that I had the control of. I think that those additions could help give this game become more unique.
Well done!