I think that the concept you have of replaying a level but slightly different each time is pretty neat!
I noticed that the top platform area is straight-up unneeded to progress in the level, and really the level design in general could be a little more interesting. I actually think you used the invisible walls well as a means of subverting expectations in the second level and having the entire stage be invisible in the third level. The fourth level sorta breaks when you jump to the left instead of walk left but I get the idea you’re going for.
Would be curious to see what other level mechanics and ideas that could be added in the future!