That was a mixed experience. The cutscenes were gorgeous but gameplay was often frustrating. The central cavern using Markham Carroll's tileset in particular ground my nerves down early on, with excessive use of no-climb tiles combined with an awkward tileset, and using the same tiles as foreground and background.
Throughout the level I found the same issue, that it seemed the designer didn't realise that players wouldn't have the same foreknowledge he(?) had; they wouldn't know where invisible things were, or the best way through challenges, or even which rambling areas could be explored once and left behind or would need to be revisited, or even which could be ignored entirely. There were a lot of tantalising unreachable ledges that, upon revisiting with more upgrades, proved to be empty dead ends or unclimbable.
Eventually I found I had all the upgrades and all the keys I seemed to need, so I quit exploring and headed for the ending I'd been signposted to, leaving a lot of the map unexplored.
I found the main ending, where your horrible friend fakes her own death to get rid of you after you risked your life to save her, very unsatisfying.
Especially given the difficulty of the level. I also noticed, looking in the world folder, that the cutscene 'Ending2' is missing a scene 6 so the cutscene ends abruptly after scene 5, but even reading the whole thing, it doesn't conclude the story laid out in the intro. The only non-joke ending is a joke ending.
Also, this level needs at least twice as many save points as it currently has.
There is positive. Apart from the number of times the same tiles are used as foreground and background, there are some fun areas, good aesthetics, and there are a lot of interesting ideas - though large sections of the level are totally redundant; if this was split into two separate levels with their own stories (and more of those beautiful cutscenes) I think you'd get two stronger experiences.