I gave up
I wanted to see this through to the end like I did episode 1, but 33 minutes in I was forced to quit, after seeing 9 or so vines in a row, with spikes between them, above a pit of lava. I shouldn't have to deal with 1 hit kill crap like that on beginner, and it was a bit disappointing to see a brick wall like that after getting through so much.
One big problem I noticed was that even though it's only the second level, you seem to have already run out of ideas. This level didn't really introduce anything new, and just focused on dodging spikes the entire time. The enemies felt like more of a formality than anything else, they were just standing in your way to give you an excuse to press the S or D key a few times before going back to dodging spikes. Even the tutorial had better use of enemies with the sole laser turret. The only enemies in the stage itself of any note were the ghost things, which also happen to be immune to attacks, so they may as well be floating spike blocks.
I would like to see a better balance between platforming and combat, though that may be hard since the combat controls are pretty stiff. Why can't you move on the ground when attacking? It's pretty strange given that you can still jump and move in the air while attacking, so you can just bounce around everywhere while firing the laser anyways. I don't expect you to change the engine in the middle of a series like this, but maybe our hero could receive a combat upgrade power-up or something...
The reason I mention combat so much is because there are only so many ways you can make the player dodge spikes before it gets old, and this level definitely pushed that boundary as far as I think it will go. After constantly jumping between ladders, abusing gravity by jumping into a ceiling, or falling down pits onto spikes, it gets a bit repetitive, and I'm wondering if you plan on making the remaining levels like this as well. I'm still looking forward to the next one, I just hope you focus more on combat and timing obstacles, and less on pixel perfect jumps determined by how long you press the A key.