Haven't played all levels, but some feedback: okay for a start.
Avoid using the same design pattern everywhere. Avoid complex levels. You could also work on following the style guidelines more. The puzzles are great, but keep in mind that this is not really a puzzles game (avoid using the same design patterns everywhere, you remember?). Use scripting in a more seamless way so the actions just get triggered magically instead of the player having to do that all the time.
Also, I see you're trying to look for a theme for each level. That's good.
But avoid mass-producing levels, because it will make it very hard to find unique stuff (feel free to look at other games for inspiration, but not always Mario) for all levels.
Start with an idea for one, two, at most five levels. Talk to others how it could look like, if you need to to get more inspiration/ideas for the levels. If you need custom artwork, especially music, have a look at http://opengameart.org/
and find appropriately licensed stuff.
That's how RustyBox designed the level that is currently available for donors (it's called "Crystal Mine" and features the crystal cave tileset). From the idea to having that level (it's longer than usual, though), it probably took us sometime between 2 weeks to a month.
Of course it doesn't need to be designed that well so we can ship it to donors, but you should be aware if you're not already that it takes time to produce levels and that they shouldn't be mass-produced.
tl;dr: don't mass-produce levels, but make few unique levels.