Your art is really cool and I think it's a lot more cohesive than it was previously. However, the criticism from others that it's hard to read the geometry still applies. For example, in the last image you posted it's hard to tell which platforms are on the same level. It can also be easy to confuse walls and floors. For example, look at the bit where the gizmo pops out of the floor in the top-right (circled):
It can easily look like the circled bit is a wall, possibly because the floor tiles immediately next to it are hidden. Parallel projections like this are highly ambiguous, so you need to figure out what the eye is most likely to "assume". For example, the same or similar tile appearing adjacently on screen will tend to be seen as a flat surface. In the absence of more information, a darker tile might be seen as a wall. Etc. I faced some similar problems in
Incriminator, as it is drawn in more-or-less the same projection, though it was easier for me because the stages are fairly flat.
One thing to bare in mind is that if things are not anchored together it immediately starts to look ambiguous. Consider the following screens from Komeiji Satori no Jousou Kyouiku:
OneTwoIn the first shot you can see a little ambiguity in the heights of the various platforms, whereas in the second there is no confusion (at least, not to my eye). If the platforms in the first shot had been connected I think it would have conveyed the intended heights more effectively.
Finally, a question: do you have any specific influences, puzzle-wise?