I think that it has a lot in common with Pac-Man! Overall it was a good experience.
Game Design: clever mechanic, perfectly in theme. I don't know if, in a full game, the fact that a missed flower makes the level harder is a good choice. It makes the players go for 100%, restarting when a flower is missed, which is less permissible for non-skilled players. But for a game jam is fine!
The 100% windows should be more permissive because the fact that the player understands the perfect route in the level is not enough to complete it at 100%, giving him frustration for repeating a level that he already mastered.
Level Design: it misses a real progression. You have to first introduce the mechanic in a super simple level, then build up difficulty level after level. The fact that the player is catapulted into the level with a timer, enemies, and QTEs is confusing and overwhelming.
You also should be aware of the second dynamic that you have that occurs when 2 flowers are blooming at the same time at a different speed. That is something that you have to teach too in a simple level.
So, for example, you should have:
1. tutorial - one flower only
2. simple level - enemy and 2 flowers
3. medium level
4. simple level with flowers that bloom at different speeds
5. medium level
6. hard level
Sound Design, Graphics, and Music are not my fields, but I find them pleasing