My review:
Well uh, this level overall was a bit all over the place. Let me try to get this sorted out a bit..
First off, I liked the setting you were going for. Adding ghost house enemies to an otherwise volcanic setting is neat and can make for some unique gameplay. Focus on "can". It was executed.. decently, though I felt overall it tried to be a bit too edgy. The music especially didn't have any impact on me besides annoying me, due to it essentially being a 2 second loop of some kind of gong instrument.
Returning to what I mean by "this level was a bit all over the place": There's, in my opinion, a bit too much going on at all times. While the gimmicks you did introduce were nice for the most part (/me angry glare at the "hit a switch and a random wall disappears gimmick"), all of them except the one I despise were very short-lived, with the skull raft elevator just getting a short 10 seconds of spotlight. I feel like there is way more you could have done with a select few of the gimmicks, especially if they were more focused on the theme.
Speaking of theme, I don't think I ever understood it. Is it a volcano? Is it a ghost house? Is it a mix? Is it some kind of gory scenario? Enemies hint at the ghost house, but the gimmicks were all typical volcano level gimmicks, which just seems kinda flat to me. I would've hoped for a bit more creativity here, like falling blocks of flesh or climbing the stem of an eyeball. You already had a lot of blood in the level, so making it more icky wouldn't be too big of a deal imo
Design-wise this level is good. Block chunks are shaped as you'd expect from 90% of levels in this community, but there was a lot of random stuff going on which unfortunately distracted from the actual gameplay. Also, it'd help if the brightness of the level was a bit more uniform. Here an example:

Notice the difference in brightness between the ghost house slope and the ghost house itself, the way the BGOs are brighter than the blocks, and the way the lava tileset is just eyebleeding in comparison.
Lastly, in terms of NPC placement: It was all over the place. You could definitely tune it down a bit to avoid unfair deaths (the sparky behind a boo, a venus fire trap and a regular piranha plant at the very beginning comes to mind). There were also several oversights in the level which could've easily been fixed with proper testing:

The grinder will never reach the top part of the rails.

Weird skull raft x moving layers shenanigans.

Omg cutoff.

This hammer brother falls down from the sizeable, which makes it significantly more dangerous.
Regarding the paratroopa boo replacements: If you replaced paraGOOMBAS and made the walking goomba sprite invisible, gave it nohurt and noblockcollision, they'd work just fine.
Overall, this level was decent, although it lacks a significant amount of polish, especially in terms of difficulty and asthetics.
5.8/10