Pretty unique use of the theme! Having the instructions being part of the gameplay is clever. The switch from level 1 to 2 took me off-guard. It's a pretty sudden switch, but definitely caught my curiosity that way. Also the music is cool.
Level 1: The micro-metroidvania idea of showing unreachable places and later getting the upgrades for them is awesome, I never considered using that concept in smaller scoped games!
Level 2: Feels like a puzzle in a way, since you have all the information from the start and have to do some math of when to heal. At first I misread the healing ability and thought it would heal 50% of max HP, but this takes a shift in mindset, since it heals more the closer you are to death. Could be an exciting mechanic to build upon (risk/reward)! Also I thought the blaze would do damage on the turn it was used as well, based on the description. At the end I got into this situation where we killed each other at the same time and it wasn't really clear if I won, lol (though if I healed first here it would've been a victory guaranteed)