I want to be upfront and acknowledge that I am going to be a bit more critical in my review. You've been submitting to our jam for several months now, and many of the annoyances that make the game unpleasant to play, which have been there for a long time, remain. We like the concept of the game, and it could be fun, but the problems take away from any fun, especially after dealing with them for so long. You keep adding new content, but really need to focus on fixing the initial experience.
The number one issue I have is the lack of details on the controls. There are many buttons that do things, and can be essential to playing the game, but you do not list them anywhere. I know certain things can be done, and have to think back to th last time I played to remember the buttons, or randomly press things. I've spoken to everyone in the tutorial and the Main Hub, and the only control mentioned was Space. Esc is problematic for web, so I can understand not using it, but P for pause is a common secondary option. If that is not used, then you really need to tell players at least how to pause and navigate the menus. Considering the Main Hub sells placable items, you really should be telling players how to place items, and how to switch between the item to to place, in that area. I purchased a block and nothing was said about how to use it.
After starting I wanted to go back to check something. I recall that Esc was not used, but I thought that P did pause. It did not work. I started pressing random keys. I found that T seems to be a debug option to refill the screen with collectables. Considering the R is used to reset things, which is common, I expect plenty of people will stumble on this by accident. Eventually I found that Backspace got me out of the game and back to the mode select screen.
I think the SFX are too loud compared to the background music. I even raised the music to be at the same level as the SFX, and they still feel unbalanced. When I go back to the Options, the sliders for the volumes have been reset to their defaults.
I again went into the options and reset, then did a hard refresh of the page, so I'd be starting fresh. I did some testing and then repeated. I started with 1 key and 101 coins. I was also below the first checkpoint and when I went up, it did not initially trigger any dialog with the NPC. I refreshed and reset and eventually it did trigger. Maybe for a first time player this won't be an issue, but when testing I do want to start fresh to see the current experience.
The movement still feels very jerky. It is not too bad when moving slowly, but when trying to cover a larger distance it is unpleasant.
The dialog boxes often show too much text to fit on a line, and start to squish. While having that as a fallback can be helpful to ensure nothing is missed, you should really update the text so it fits and remains readable at the default size. This may mean splitting the text up into multiple dialog boxes.
Going up I see a star next to the # 33, which made me think it would be blocked until I get that many, and I was blocked with an SFX playing, so that was good. I went to the left and saw the same Star with a #, but this one was 54. I was able to pass through that one. I currently have 3 stars. The bottom one also blocked me, so it looks like just the left one is broken,
I like the idea of these. Being able to get to the different numbered areas from the start felt a bit odd, when it was clear they were meant to be incremental. I've explored all of them randomly and didn't really feel any were notably harder than the others, so viewed it more as just identifying the areas, rather than a difficulty. I've never completed the game, so maybe as you go deeper in there is more difficulty in the higher numbered ones.
Going to the right, the map zooms to show an area, but part of the are, containing a star, is under the UI. Maybe this is meant as a challenge, rewarding people paying attention with the star? Considering that your UI can look like part of the play area, I'm not a fan. In the past I have often seen elements of the UI lined up with tiles and initially thought something was there, until I moved and it stayed in place. With it lining up with other UI elements, it feels more like a mistake, than intentional.
I moved to the right, unlocked the door, and and continued off the screen. Continuing to move after going off the screen it then shifted me to the next area. It looks like this room/section based design may be the standard now. That is fine and can work, but it needs to be done right. You should not have to walk an extra step, and certainly not several, after going off screen. If you require going off screen, then that should be the trigger to transition. Considering the nature of this game and stepping on tiles can cause you to lose, you should not expect players to be randomly waling where they cannot see to transition each room. I suppose there could be an area where not seeing was part of the challenge, but that should be a deliberate challenge, and not the norm for moving between rooms.
In this room part of the play area is again under the UI. This feels less like an occasional challenge, and simple poor design. If you are going to stick with this mode where you no longer have the camera following the player, but go room to room, then you should design the map so the play area is not covered by the UI.
The UI covering the top of the play area is even worse when going up, with the exit from the area covered by the UI, and still needing to go off screen several tiles. It can be very hard to tell when the top edge is a hard edge or if there is more and you can go up to exit the area from there.
Some of the puzzles feel good, but many, at least the early ones I'm going through right now, just feel like a lot of repetition of swapping realities. It feels a bit like filler to make things bigger. With the delay in swapping, it really slows you down and gets tedious as you try to go back to the Main Hub.
I went back and unlocked the second area, and explored a bit of it. Since area 4 was also accessible I went through some of it, though it still listed me as being in the Main Hub in the UI.
Overall, I think that you have a good idea, and eventually this could be a fun game. Right now it is still in an early and very unpolished state. You need to work on introducing players to the game so they know how to play and can focus on solving puzzles, rather than fighting with figuring out the controls and what they can do. A better user experience is needed before more content.