Hi there! Thank you for your feedback! The game was indeed supposed to focus more on the puzzle / platforming elements, but we're also planning to expand on the title and give it a bit of a new take. Well the timing was definitely made to fit the jam's theme, but we're still thinking if we're going to keep it as we develop our project more in the future. There's an idea we've got for the very moment and we might try to focus on giving the world some lore and exploration / discovery parts in the future - We did in fact try to make this Celeste-like game here, but we're not sure if things will remain as such. Right now we're trying to agree on what do we want to do next and I think we might be getting back to work somewhere around the end of July :)
I could ask you though, if in your opinion using less of those platforming levels could be better for the game? I know that the wall-jump was pretty troubling and we've actually fixed the bug it had quite recently (we cannot post beyond the jam's time though), but I'm wondering if the levels themselves seemed confusing, might ask as well if in your opinion there should be some kind of a boss, so far we skipped this to focus on polishing the art, programming and music.
About the combat, there is an animation for a second enemy type, but the time ran out quicker than we thought and we had to put it aside temporarily. But we'd definitely like to give some more attention to this part, we're generally thinking about refactoring the code and re-thinking some mechanics of the game to encourage exploration rather than precise jumping.