Had some fun.
I don't mind the abstraction. Abstraction always has the potential advantage of opening up more freedom in design.
I thought the red power-up was nicely used when it was necessary to reach a higher point, but in the underwater level, its presence simply formed an irritation, forcing unlucky players to face a real-world time penalty to continue playing.
Also, the one in the bottom right is SO yellow, not red. We shouldn't grow with that...
The scoring was stupid. Mainly because it's possibly to get a greater nmber of points than you will lose by dying, die, then gather the same coins for continually increasing points.
Either record each level's score individually, only adding it to the totaly when you've finished, or ensure coins and anything else which adds to your point total can only be collected once.
I liked the idea of the green sticky stuff. I felt there was some potential here and you seemed to be on the verge of making some crazily inventive levels. Keep going with this engine and see if you can pull it off.
I think the jumping speed and gravity need to be made somewhat faster.
In the opening menu, the expo for the up arrow was obscured.
I vote you keep going.
Maybe explore the whole multiple dimensions thing you had going on at the start... maybe in alternate dimensions you could have alternate gravity? Like one would pull you right, one left, one up, one down?
I suppose that's another whole game mebbe... but anyways, keep going. I had fun for some of it. Just hated the underwater time-wasting expansion.