Using in-game signs rather than pop-up doesn't constitute "teaching by level design". Usually this teaching-by-level design stuff happens at the unconscious level. Super Mario Bros. Did and does this already. Look at Braid. It's a great platformer, teaches by level design, and use time-manipulation in clever puzzles. The action-based plat former concept has already been dominated by titles like super mario brothers and psychonaughts. You could also go for a VVVVVV approach.