I personally have never played your game, but something I noticed was that you don't like to plan things. Not planning your game is pretty much an automatic killer and dooms your game to fail. You'll find that the more you plan out your game and the more detailed that plan, the better chance you'll have of success.
If you plan on finishing your game, you should probably plan it. From what it looks like to me, while you're placing stuff in the editor you think "wouldn't it be cool if..." and then try to implement whatever you think would be cool. Don't do that. Things like that absolutely ruin games and add a horribly long amount of time to its development.
You should start off by writing a pseudo Game Design Document, or even a full one, and stick to that. Having that GDD will give you a basic map for making your game and will keep you on track. At any point in your development if you feel you must change or add a feature, update your GDD. Hopefully though, having that roadmap document will keep you from just adding stuff.
After finishing your GDD, you start making Level Design Documents. Now that you know what your gameplay is going to be and you know exactly what's happening in those games, you need to plan out ech level. For each level you make, you need an LDD that has the maps, the critical paths, mood, items, key areas, easy, medium, and hard areas, ect. Everything that goes into that level should make it into your LDD. Of course since just like the GDD, your LDD can be a mini LDD since this isn't something that is going to be published but it's nice to make a full one because it gives you that roadmap to follow.
After you've finished your documentation, I would just block out the levels with basic placeholder graphics and implement the key gameplay. Blocking out the levels shouldn't be too difficult since you have them in your LDD and implenting gameplay might take some time, but better now than later. Now that the levels are blocked out, test them. Are your levels too long (17 minutes for the person that built the level sounds like a bit much)? Are the levels doable? Is the key gameplay fun? The main point of this step is that if you can show that your game is fun without the graphics, you know that you have a good game. If the game turns out not to be fun, you haven't lost too much and you just go back and rework your documents.
Finally, if you've blocked out your levels and implemented the key gameplay and the game is fun, add the nice graphics with the spiffy animations and add the 20MB movie. I know this step is the most fun step and you would much rather mix it with all the previous steps, but your game will be much better if you just plan ahead and do all the previous things before finally making your game look pretty and add extra things like cut-scenes.
Anyways, just my .02 from reading your posts. You're probably too far to follow this exactly, but I would seriously advise trying this for your next project. You'll see that things run much smoother.
-edit-
Just for some examples of GDD's and LDD's.
Here is the Bob the Unlikely GDD. Sadly, I don't really know where the version that I proofread and kept up to date ran off to, but this was the game I did in SGDK.
Here's the GDD for an Unreal Mod we just finished a few weeks ago. This one is actually complete and edited (hopefully).
NOTE: These are large .pdf's so please right click and save as if you do decide to look that them.