Okay Brother, I am going to give you the run down. Level design was great! Excellent build of difficulty over the levels. I noticed how you added new enemies with different mechanics throughout the game. (NOTE: All of your npc enemies were cake except for the bow/arrow guy. That bow monkey is what really made this a challenge at times.) The gold keeper folk didn't play much a role and you'd either have to edit the game or take him out. DID YOU KNOW:(The gold coins roll over into each level and don't reset even after deaths.) The gold keeper was a challenge 8% of time and I didn't see the point later in the game having him.
I saw a previous comment about the jumping mechanic and I must agree it was troublesome at times. I do love the *puff* into thin air animation though. On the last level I was having such a difficult time on one part because the mechanics were just not tight enough. I almost gave up and quit. The problem occurred on the last level "right" after the first spring board is introduced. The spring launches you right into the enemy! So I would have to time my slash attack right when I appear to hit him but if i hit it too late or early i would die. I suggest proraming it so if you *poff* into air and hit the slash button then the moment you appear you get an automatic slash.
Also along with the jumping... i suggest allowing the player when they run off a ledge and are falling to be able to use the jump while in mid-air(that is if the jump ability has not been used yet.
Lastly, I enjoyed the new unlock able levels. And the raccoon/fox child.