Very nice entry! Using alchemy to dispel shadows fits the theme of the jam to a T and the basic story setup at the beginning doesn't overstay its welcome while also providing a reason everything is happening and a concrete goal.
I do think that how the movement feels could use some polish. Especially having 100% full control of air movement feels pretty jarring to me. I could be wrong, but I also feel like the player character lacks acceleration and deceleration. I would like to recommend a really good GMTK video on this subject called "Why Does Celeste Feel So Good To play?"
I'm also not a huge fan of waiting for a projectile to almost hit you so you can use it to reach new areas, at least not as a fairly major mechanic. I feel it does overstay its welcome in this game. But this could definitely just be a personal preference thing.
I loved the way parts of the level were designed to bend in on itself at points. Looking around and recognizing areas nearby that you had been before is a great way to feel like you're making progress as a player. I also loved the cartoony aesthetic and unique character design.
Overall, I feel this game has some kinks to work out, but with some work I feel this game could end up being something very cool.
Good work, and good luck in the jam!