You nailed the theme perfectly. The idea of all movement being backwards, pickups killing you, and spikes being platforms are such great ideas.
The execution is kind of iffy. If you're making a platformer, you want the player to know where they are heading. Considering how zoomed in the camera is, a lot of the game is a leap of faith. It's less of a rage game and more a of memorization game. Memorization games can be fun, but they get dull real fast if it's the same stuff over and over and over again.
I found it strange that on one level, I had a double jump, and the next level I didn't. Unfortunately, on the fourth level, I couldn't make that first jump from platform to block. If I still had my double jump, that would've been real easy. But like I said, the double jump randomly stopped. I also thought I could try to get a little more distance with a coyote-time jump, but the water is nearly level to the initial platform, so I died.
This is a really good concept that just needs a few adjustments to be a really good game.