I loved the art and the style. The story was certainly resonant. And the way the level was put together was really cool. I'm not very good so I did have to cheat in the editor to finish the last challenge room but I'm absolutely terrible at Knytting. The repetitious music didn't really bother me but I started to get a headache from playing it with the desktop blacked and the white screen flashing because I kept dying so much. And anyway,
It's hell. If the music is annoying then consider it just part of the torturous ambiance! Or something like that.
So, to continue, these aren't complaints but more a bit of advice (should anyone care, or you if you ever make another level) and these are based on my own findings having done the exact same things. To that end, they're certainly not bugs or errors just things to make a level more solid and smooth.
When you do a sticky shift, make sure you use a square type shift because you can nudge yourself into not being able to use the shift. I had to restart at the last save once because of the spot shift on the first interlude with dialogue because I got stuck having moved awkwardly into the sticky spot.
Also, if you can, using layer 2 as a redundant image of the overlaying 6/7 custom objects means that things won't pop into each screen. I mean it's certainly inevitable that you can't do something like that for the moving clouds (nice touch, by the way) but the bars through the level could have been done with a redundant image of the bars at layer 2 and then moving through screens means when they pop in it's much less noticeable if it is at all.
I'm not suggesting you do these things just some advice to anyone who's making levels. Again, good level.