First thing that sticks out is that this game's aesthetic is amazing. The pixel art, the music, hell even the font, it's all extremely cool. I love the main character's design too. I think the movement feels solid as well. There's a lot of great stuff there. Unfortunately, I also have my fair share of gripes.
I'm not gonna repeat too much of what the other comments already said about the controls, while I agree that both the dash and the walljump could be more intuitive
I think a main thing about this game is that it seems to have a bit of an identity crisis. Due to either a bug or me not paying attention, I completely missed the parts about timing attacks to the beat for a long time, and I honestly don't think it affected my gameplay at all. There was only one enemy type I encountered, and I could trivially beat them by just mashing the attack button. The game, by its level design, seems like it's more interest in little switch puzzles and tight movement challenges than combat. I don't think that's inherently bad or anything, but I did find myself a little unsure about the relevance of the timing attack, since the game seems more interested in trying to be a Celeste-like precision platformer. During my playthrough, I never felt like combat was a challenge, while the movement challenges were consistently very difficult. And very punishing.
Here's a section I got stuck at for a long time, as an example. To get to where I'm standing, you need to do a pretty tricky wall jump into the double dash powerup, then do a double dash to the top right wall, and do another walljump, avoiding spikes in the process. After you step on a platform, you have to fall off the ledge, dash into the double dash again, use that double dash to cling to the left wall, then wall jump onto the platform. And then, after you've done all that? You jump to the other side to get instant killed by the spikes on the ceiling that are barely visible and you have to do that whoooole very precise sequence all over again. There's no second tries, no checkpoints, no recovering for mistakes, you just immediately die. This results in doing the same jumps over and over again just to get another shot at retrying the jump you're stuck on, which I just don't find engaging. Did those ceiling spikes at the end really need to be there? Do they really add something? Or would this challenge have been less interesting if there was a save point at the pressure plate at the top?
In the end, I got stuck on the segment where you need to race the raising hazard floor after getting the double jump. I'm not sure how much game is after that, but I just couldn't do it, and I was starting to hurt my hands, so I had to call it quits.
Sorry for the long ramble, I hope I don't sound too negative! There's a lot of stuff I really love here, which is why I spent so much time on it, but personally, I found myself a bit confused about what sort of game you want this to be. If you do focus more on the combat, perhaps these kinds of precise punishing movement challenges are better reserved for optional areas.