This was a great little metroidvania. I love how much thought you clearly put into designing the levels to work with the unique inside-out gravity along with metroidvania mechanics, making it just barely possible to open up new areas each time you get a new skill. It was challenging but tight, with no filler. It really felt complete.
I've played so many metroidvanias and they can get to be the same after a while, but this brought something new for me! Things I usually take for granted, like that you can bridge the same gap whether you dash and then doublejump or doublejump then dash, are no longer true in this world you've built. So planning out the movement path was a fresh challenge.
The world map was a nice detail, it felt very polished. And I'm glad the boss doesn't regain health when you respawn, because I'm terrible at boss fights and had to do it like 6 times. I appreciate the alternate fast-path you put in so that you can jump from the spawn point to the boss door quickly. The entire design is very thoughtful.
The only detail that feels missing is that the extra-jump diamond graphic doesn't change when you intersect with it, it only changes when you jump using it. This left me often wondering whether I'd mistimed my jump or whether I'd missed the hitbox on the diamond.
Overall I loved it, my compliments to the team!