Hey congrats on releasing your first game here!
The concept of only being able to touch the floor for one second is relly neat, and nicely incorporated with your world/design/plot ("exploding bomb needs to find water").
I'd really like to see more levels that focus more on strategy then on platforming skill (also I suck at platforming on keyboards :p).
For example level 4 was the most interesting one to me, cause it didn't just offer one obvious route to the target, but two, so I had to decide which one to take (It was an easy choice once I noticed the two routes, but at first I stormed into the "maze-like" section without checking out the other route).
Introduce some new mechanics and use them creatively to make people question which route may be the fastest, and you got a real unique game right here! (For instance a level with two routes, one long one and a short one: The short one is narrow and does'nt allow for much airtime, but the long one features those little frog-guys that can carry you a big part of the way so you loose no energy on your way to the target).
There's a lot of potential here!