man... I don't want to sound mean, but I'm telling you this because this could be really fun if you keep at it. There's a few design decisions that are making the game more frustrating than fun right now. Some of the smaller things are that the fire hitboxes are a bit large and that can be annoying. Also having a death effect and a pan back would make the deaths a lot less jarring.
The bigger issues are with how controls are explained and the level design (specifically check points). The controls are the obvious offender. I figured them out, but writing it out in paragraphs as it sometime was, is not very intuitive. I can see people leaving your game because they don't learn how to wave dash (which is the main mechanic of your game). You have to be able to show it a different way. Then there's the checkpoints. Love that there are a lot of checkpoints and that the respawn is super quick, but the design of the level is such that you can fall back and touch old checkpoints. That means you lose all your progress. If that was intentional and supposed to be a rage mechanic like in Jump King or other Foddian games, I can kind of see it. But then why have checkpoints at all? Why in the instant restarts and other forgiveness mechanics. It feels inconsistent. I'd either go full Foddian and remove checkpoints, maybe even make the player get bounced around the level or something OR just deactivate previous checkpoints.
Sorry that was a lot, but there is some good stuff here too. The main mechanic is fun once you get a handle on it. The art is simple, but effective, and the music was great too! You've got something that could be fun (but you'll have to separate yourself from other platformers a bit more (especially Celeste).
Had fun overall, good luck! Hope you keep working on this after the jam!