I've been playing this a couple of times now. It's not bad, but it has room for improvement.
To be honest I don't think the puzzles are the problem. You are known to make really good puzzles. The puzzles are quite good here.
1. This is a prototype. Not sure if you're releasing it now as a game, but I'd suggest if it's going to be a game, it needs more polish. But you'd know that.
For example, it would be nice if you can show the level number/name in-game. If you don't do that then I have to describe them, instead of just using the level name.
2. Pixel-Perfect Action elements does not belong in a Puzzle Platformer. Using diamond blocks to cross lava sounds fun, but it's not fun when one wrong twitch with the finger will have you restart the level again. And you'll have to do that five times. It's like me doing the three tar mother room without undo.
3. A level where the only thing you have to do is holding right for the first five seconds is not really a puzzle.
The main rule for puzzle platfomers is that all action elements must have a bit of leeway. The level mentioned in (2), for example, becomes much better if you remove one of the red blocks.
4. The puzzle elements are confusing, but that's only because you've allowed that to happen. If you make all the elements in DROD look the same except for the colour, you'll end up with
this not very playable style mod. Those "
ladder"
tiles, for example, are confusing because they act more like "
clouds"
, not ladders.
In fact I'd say that the puzzle mechanics are sound, and with a different implementation (new, intuitive graphics, and forgiving level design) it would turn into a pretty good puzzle platformer like Toki Tori. But I'd say it's not a gameplay problem.
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