I played through most of your levels when they came out, but never gave feedback on any, partly because I was too lazy and it takes quite some more work to give useful comments on levels than just playing them, partly however, since you have a reasonable amount of crazy monster dodging / timing levels in your set, which are not my preferred type of level - if you read what I wrote in other threads probably not unexpected and therefore not too helpful... However there are some great levels in the set, and for the most part, I had a lot of fun playing through all levels
Generally as always, included replays would imo be a nice thing.
But let's have a look at some of the new levels to give some hopefully useful feedback
101 PUSH AND PULL
A lot of clever mechanics, the block pushing puzzle with push up walls is really cool, not too sure about the single shot you get at the ghost room to progress, but it's OK, since it is a short level. Over all a great level, I had a lot of fun solving all rooms.
102 BLOB BLAST
A lot of blobs in the outer space, together with a transformer, which sometimes leaves you no exit, because there will be an angry teeth blocking your way. Randomness pure, not my type of level.
103 GHOSTS' WORST FEAR
60 times a second, the ghosts change direction, great too look at, and the walls are deadly, another advantage of this level, since the maze is relatively big and requires a lot of direction changes. If we compare it e.g. to level 40 - THE LEVEL THAT WILL DRIVE YOU INSANE, which is a nice fun to play maze, perhaps visually not the easiest, but not a hard one, especially since you don't have to fear to die, overall easy - 103 is nothing of this...
104 SUDDENLY THE TANKS DO THINGS
A cool concept, but the level could imo either be smaller or there could be extra red keys to make it even more fun to play.
105 ISLAND SOLITAIRE
Overall a nice and easy level which is a lot of fun to play. B)
Yet it could be better,
e.g. by using a blue teleport instead of a red one. (Edit: Probably a better solution is having a floor tile behind the teleport and moving the water tile one position to the right...) This is imo just a bad design choice. Don't show of that you are a clever designer by implementing traps via hidden information here in form of splash delay which will kill the player. Making the player restart a level more than necessary just makes a level annoying.
Either I really miss something in this level, and there is a reliable way of not getting the blocks stuck on the blue teleport, but it seems to be trial and error respectively luck timing wise.
107 FOLLOW THE YELLOW TUNNEL
Teeth manipulation in this way might be fun for some people, yet generally not my type of level, but regardless, at least to me, it feels like you overshot the size/length of this concept here.
108 ARMS LENGTH
The idea of the concept of freeing monsters this way is really cool, the resulting chaotic monster dodging a bit too much for my taste. I would give the player either more space, to set up traps for the monsters, or reduce the amount of them, or use just one or maybe two types of monsters top get a reasonable predictable behavior.
Again a really cool idea, just that trusting the designer is a really bad idea in this level, because of delay between stepping on a tile and triggering the mechanism via your mirror. Part two is still doable, just precise timing (short stops), but number four seems to be impossible this way, use a chip instead of a toggle bomb, or remove one toggle door control, to make re-stepping to bump into a toggle reset not required. In the end the time limit should probably be increased by three seconds or so as well, to make it more fun to play.