Even though I had a vague idea of where it was going, the idea was fun and I felt pretty good getting the hunter to light up at the end. I loved the in-game nod to the unfinished boss content. This game felt like a good prototype that with polish could be really fun. Good job!
If I were to add to this
I would tighten up the controls around jumping, as it felt floaty. There were a couple of times that I couldn't see a door directly above the characters, which I think could be fixed by a little lead of the camera.
The level was pretty dark as well. Maybe cutting the back off of the level and doing silhouettes would help the player pick his way through the maze better.
Game Design
I'm going to be using Jonas Tyroller's framework for fun for these reviews, so you can watch his video for more context around it. My day job is looking for ways to improve things, so just because I offer a lot of opinions on that, don't think that I didn't like the game. :D
Impact
For impact, I felt like the individual stars could give more reward to the player, such as a pleasing sound. You have a sense of progression, with lighting the stars up. Maybe highlight that by animating the collecting of the stars. Another one that might increase the impact would be to animate the doors opening. There was a vertical door that opens up after a certain star, that I had no clue until I stumbled upon it. Some stars flying over and opening the door might have been nice.
Challenge
I think the game could be made more challenging by making the jumping more impactful. One thing I noticed is that there is no damage invulnerability timer, which would allow the player to experiment more without fearing death due to being stuck in a spinny red blade.
I'd love to see what you had in mind for the boss!
Fantasy
I think the framework of a good fantasy is here. Maybe make some more nods to it in some of the design, either the level, or a slight story around why I'm running around. With some reason to be doing this, the actions can have more impact as well.