There's a lot of things to like here. Without take a look at every individual external assets, the game looks and sounds like meshes, which I personally find very hard to do. So big kudos there. I was extremely impressed with your considering of players' preferences regarding screen shakes. Then taking it further to actually demo it before choosing the option to go with. I chose to go with no screenshake because I wanted to see specifically if and how you compensated for that. Would it be clear that I took damage without a screen shake? And it absolutely was. Loved that.
Criticism-wise, character movement immediately comes to mind first. At first, it doesn't feel bad, but then I noticed that the jump height vs the horizontal speed was very out of sync. It didn't feel right. Wall slides felt off too because of that. I wasn't able to complete the game because I got stuck near the merchant. I didn't have enough coins to purchase whatever it sells. I tried going back the way I came but I couldn't figure out how to get out and find more coins.
I think that covers what I have to say. Congratulations on submitting!
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I think I needed to make the 'Echoes of the past' powerup you get just before the merchant more obvious, or lock them in there until they figure it out - you can hold C (as it says in the popup) to re-activate your echo and the lever will restore the platform you rotated!
Thanks for the feedback, it was definitely tricky to get the movement feeling good so I'll try to really focus on that for my next game!