The only consistent complaint I have about those levels would be that you often put the hardest section/obstacle at the very end of the level, which make them pretty frustrating. Levels 1, 2, 6 and 7 would be the notable offenders here. Switching the order in which the hazards appear might make them flow better.
All in all, you did a great job scaling the difficulty down for those levels ever since your last chapter, while those levels remain very hard, they feel possible to beat this time around compared to Life's a Glitch (in fact I beat all of them except 2, 6 and 7). Level 5 and 9 may be a little too easy compared to the other levels of the pack, plus Level 9 felt pretty straightforward.
Also, Level 9 has a shortcut that probably wasn't intended.
I'll echo Splee and say that Level 10 was my favorite level of the pack so far. It was pretty fun and you did a good job balancing the difficulty on it well, since the level becomes easier the more you progress through it.
As for other comments regarding the levels...
Level 1 was pretty fun and hectic, but the final jump you have to do to get to Bandage Girl really is a bitch, moreso with the two rocket launchers in the hallway.
I liked the idea with Level 2, but the section with the horizontal spikes really felt annoying. I probably would put this section to start the level up because the rest of the level is nowhere near as difficult.
Level 3 was a pretty intriguing level, I think it's the first time I've seen a level which felt more like a puzzle stage than an action stage. With that said, it still requires a decent amount of precision to beat.
I also enjoyed Level 4 a lot, who knows why. :p
It's kind of a shame that the portal apparently won't have a leaderboard because Level 5 would be really interesting as a time trial level. The challenge would lie on how fast you beat it and not on the level layout itself.
Level 6 is the only level in the pack I didn't like. The first two sections felt trivial and too easy, but the final part is where all of the level's difficulty lies. Or maybe I suck when it comes to jumping on very narrow breakable blocks.
I liked the first half of Level 7, but the last few jumps are really annoying. That last block with the fast gears is just really unforgiving.
Level 8 felt impossible until I discovered that walking makes almost every jump you have to do manageable. It felt like XOXO, only though it didn't take as long to get to the hard part.
All in all, this chapter is certainly shaping up well so far. You've had pretty creative level design in Life's a Glitch and it's good to see that same spark into those new levels while making it more accessible. Keep up the good work!