I'm sorry to criticize a level that evidently had a great lot of work put into it, but it felt really broken to me. I've only visited the first few areas. The Rockshire Plains, for example, were far too simple visually. The pillars (or whatever they were supposed to be) were irritating because one couldn't jump and climb them right away because of the little platform on top of each. The larger brown masses were confusing: the first screen with water in the Rockshire Plains has a large brown structure which the player can climb from the right (which makes sense), but also from the left, providing one times their jump right. And from the left, it turns out only a part of that brown structure is solid, adding to the irritation. I never got past the warp maze in that area, only saw four screens and gave up after many minutes of frustrating attempts at trying to get somewhere. (This kind of problem, by the way, is best remedied by recruiting beta-testers.) And then there's an invisible wall one can hit near the entrance/exit, and climbing it leads to wallswimming and void screens...
The Ankoku Cave was much better designed, but I couldn't get anywhere in that area. Not a problem as such - I guess I simply need some more powerups - however, if that (lack of powerups) is the case, why does the person sitting outside the cave hint that I need to be able to climb? I can climb, I still can't get anywhere, so why wasn't I told something else? Frustration ensues. The Sanjuu Trees were once again very simplistic visually, and just as confusing as the plains - trees growing on a tree, one partially solid and somehow transforming into a brown spot at the top, one not solid at all. I managed to get the purple key but didn't have the blue one, so I ended up jumping on the blue locks and then fell into a void to the right. I checked previous areas armed with run & climb powerups and couldn't find the blue key; so I'm stuck. Eh!
On the brighter side, I liked the plot, and the few bits of dialogue/text I encountered were well-written and making me want to play more of the level. And the idea of making extensive use of multi-sectional levels a la Gustav's Daughter appeals to me very much; you've done a good job imagining caves, plains, etc. and putting them all together. But the technical side really suffers IMO; beta-testers are a must for any large project, especially for challenge levels.