3/6 levels solved so far. Solutions are attached. Again, excellent tilesets, it's a joy to play.
A B C D looks as if it's intended. Drop Dead is probably intended, too, even if a little fiddly. Life Support System looks like a backroute.
Your traps are so innovative, I'd love to allow you to make a second animation for traps while they're idle. This way, the monkey and the acid trap are more obviously traps, even without knowing the tileset. The idling animation need not be elaborate. A slightly flashing light on the acid trap would be enough already. But this idea needs its own thread, because it would extend the graphical format accepted by the game.
I'm in the middle of rewriting the entire game, and I'm a little reluctant to continue on the old codebase. Such a new feature would go into the rewrite instead. Therefore, this idea is not urgent.
-- Simon