There's a very noticeable inconsistency in the structure from the first "Level" (I guess?) to the rest - it kinda slides from an open, scrolling space focused on basic jumping slowly going into the more per-screen approach. Both parts are good, but they feel a bit like separate games.
Once it gets rolling the switch/teleport puzzles are neat, simple and fun for the most part. I noticed I was challenged more by the earlier ones, then when you introduce the switches there's a phase where it's all lining up nicely. Both are good, but again there's a question of consistency there - take a look at Micheal J Apter's model of "Types of Fun". The earlier parts are primarily "challenge" fun with a bit of "sensation". The middle bits are "sensation" with just a sprinkling of "challenge". Then came the timed switches ... I have to admit I tapped out at what I assume is about 1/2 or 3/4 through those ... fun, but punishing at times, and pushing from "challenge" into "submission" and the grind of repetitively trying to nail the timing ...
Overall, I get the sense there's a really fun game at the heart of this, but maybe a team that needs to learn to talk more about what their goals are and what type of game they're working on together!