Good shot!
It's extremely floaty! The square tends to roll when you are trying to slide... When the player dies you should zero out the velocity of the ridged body. Also the "lava" is way too punishing.
The difficulty ramp goes from zero to impossible in 5 levels. The wall climbing feels very janky. at one point I was stuck on the ceiling, and another on the invisible level boundaries, which I would also do away with. Instead of making the player deal with the squares simple physics not doing what is expected why not make the player controller act as you would expect a platformer player controller to work. there are some great classic and modern examples to pay attention to that may offer a slew of resources depending on the designs goals. Or of course you could go the other way and bring the floaty physics design to a new space outside of platformers. The two don't really go together. If you are trying to do a floaty platformer then I would look heavily at donky kong country's player controller and level designs. It can be done but most platformer players are in it for precision these days.
Nice work on the design of the first three levels! Keep up the hard work! Best of luck!