I definitely find the game quite impressive at including a level editor and such, but the game was so light in content that I didn't find myself wanting to use it. Sure, you could argue that the intention of the game was to create/play user-created levels, not the dev levels, but I didn't really feel that the game did a good job at selling me on that aspect. The dev-created levels were low in quantity and variety: I'd call them bite-sized, but really they were more crumb-sized. The mechanics were rather sparse and non-substantial: you've only got some flowers that shoot projectiles you can jump on, some platforms, and a weird grapple arms movement system that is way too touchy and unwieldly to move around with (holding down the jump button for a nano-second too long can have you overshooting your goal as your character wildly grapples upwards). It just seemed like the game had so little to offer to work with in creating interesting levels: hell, the editor seemed to have even less than possible since the game had flower platforms but I couldn't find an option to place those, and I couldn't figure out how to change the direction that flowers shoot in.
To compare, Super Mario Maker might be all about creating and playing levels, similar to this, but it, unlike this, offers both a ton of sample levels that are fun to play and showcase all of the tools you can work with which in turn inspires you to want to create. In a way, to me, it almost seemed like you were throwing all the responsibility of making the game fun at us when it should be up to you, haha!