The more I play it the less I like it.
Early levels created a great sense of flow as you moved through them. Running, jumping, punching and hovering are fast and smooth. New worlds brought along new mechanics, explored them through level design, and ended with a bang, introducing me to a new concept: level design as music video.
Later levels amped up the difficulty by shrinking platform size and narrowing timing windows through safe routes. These stricter requirements remove the ability to move through levels your way, requiring specific inputs at precise times, resulting in gameplay reduced to trial-and-error.