hello, i've played through your level and i enjoyed it a lot!
but first, a few minor technical gripes:
- music, scripts, and other custom assets should go inside the level folder together with the custom graphics. this is so that people can place the level in any world folder they want without any files conflicting. also, you can use gifs2png (located in the "data/pge" folder) to convert old graphics into pngs.
- please zip your level before uploading it. mega having to zip the folder by itself absolutely tanks the download speed.
- sometimes dying in this section (pic below) causes a huge amount of lag that doesn't go away until you close the program (this gif is the actual game speed):

i'm assuming that this is a bug relating to how rooms.lua interacts with the dust bunnies because it's an incredibly buggy script in general, but it's strange given that it was scripted by the same person. perhaps in the future you should attempt to use different sections instead.
- another thing that i'm not quite sure if you can fix is that the dust bunnies don't reset when you die. this sometimes leads to the player getting cheated out of a run even though they did the exact same thing as on a successful attempt but just happened to get a bad cycle that time.
- this last one is less of a criticism and more just advice: if you're making a level with rooms.lua, try to learn how to make the music
loop seamlessly, hearing the music fade out and loop abruptly might be annoying especially if it takes long for somebody to beat the level.
but in any case, i always love to see a kaizo level with vanilla physics. especially one so well thought-out and with decent pacing. progressing feels incredibly intuitive and the way you've approached obstacle design is brilliant, committing to never having an obstacle be difficult to sightread or a setup having timing that's difficult to internalize (not that a different approach can't be well executed, it's just that it's often hard to accomplish these things when it comes to fast-paced levels - while still maintaining what still makes the level challenging in the first place)
using the line-guided platforms as fast falling platforms is not only creative in and of itself but it's so nicely woven in with the rest of the falling platform setups that i didn't even realize that that's what they were (thought it was just a custom npc that falls fast haha) until i died a couple of times.
my only complaint with the level's design is the lopsided checkpoints. i'm not the type to complain and request extra checkpoints, it's just that having one long section followed by three back-to-back checkpoints and then the level just ends is a bit jarring. not a crime or anything but if it were up to me i'd remove the second and third checkpoints.
overall it's great to have more skilled and focused creators, i hope to see more from you in the future ^^