The trap in front of the exit thing was rude, but I can accept trolls like that every now and then. I've created plenty of troll levels myself.
Then it started happening repeatedly and all trust was lost.
Having to use clear physics at the start of every level to search for hidden nonsense gets old.
Music balance was a little off... There was one track that was so quiet I couldn't tell if it was actually playing at first. Still, using custom music is a big plus for me.
Time limits in every level is frowned upon by some. Sure, it does make the game have a bit more of a classic feel, but is it worth it to potentially block a valid solution because of an arbitrary timer? That said, these timers didn't cause me any issues.
Decoration is very pretty. The levels look quite good.
Some of the solutions that I found seem easier than intended. The high number of allowed skills ends up creating some routes that are simpler than you might think. For instance, in Desert Pillar 9, it seems like you are intended to have the stray lemming rescue the group in the corner. However, it's fairly easy to have that group free themselves and then the stray lemming just has to be rescued separately, which nulls the whole feeling of the level.
Desert Pillar 2 has a release rate that is so slow that the level can just be brute forced without having to do much of anything.
Desert Pillar 4 gives 75 skills but you can easily complete the level with just 4.
Having early levels be open ended like this is fine, but these (and a few others) seem like backroutes to me.
There was one level that used an object that I didn't have (Desert Pillar 6, I don't have the blue fire object).
Overall, a good start despite some issues!