A good start, the concept is weird but in one of those novel ways. The silly visuals and goofy sound effects give the game a unique charm. Unfortunately I got lost in a level that mostly about blind falling, even with hover from mini dodo I couldn't find the way forwards.
But from what I saw the game has potential only level design is a bit lacking and makes the game a case of blindly navigating a huge maze not knowing where you are or if you are on the right path.
When it comes to metroidvanias even the more open ones, you want to use the level design to guide players around the world and to each power up. Think of it like a web where everything joins up in some way, only you cant take certain paths until you obtain the correct powerup. Dead ends are fine, but they should be kept as short detours.
Generally paths that require a power up should have a purpose, I ended up taking one such path that needed mini dodo got to the end where I found some giant ape npc talking about some future store or something then got warped back to the beginning. This would have been a good spot for a power up, especially since the path to the right here was blocked by those green walls.
Overall I'm not complaining, just some advice that may or may not be useful for future projects.
Regardless its a nice submission with a bit of charm.