Ok let's do a big boy talk.
I enjoyed the game. I like difficult platformer games, and it is indeed one of those.
I can see you've been inspired heavily by celeste. Which is totally cool, I am on the same boat.
But, there are a few things which bothered me and prevented me from having the best experience,
Now, I allow myself to go extra hard on you because of the fact that I appreciate what you've created.
In terms of level design, there were some parts where I was like "Comon man". When building a room there is the question of "What is the story of the room?", what I want my player to do and feel. And sometimes you nailed it, sometimes not. (This is still a game which was made in a game jam so it's excellent)
For example, the final gauntlet with hope, there was a tough section where you then land on a block with wind on it. In celeste, since I talked about it before, you have some brief moments of pausing while holding to the wall to think and plan your route, see hazards etc.. but here you don't have that becuase it's a different mechanic.
This alone got me killed for like 10 times because I forgot about it. Your'e game isn't equiped for the more longish stages. That is fine. You just need to be aware of it.
In terms of coding and designing. You fall EXTREMELY fast. You need to limit the fall speed at some point so the player won't zoom down the whole stage in half a second.
I've had a fair amount of times where I went through a room, but since nothing stopped me - I just kept on moving without seeing and falling onto spikes.
Now, I feel like reminding you again that I liked this game. I had fun, and it was super well made for a jam. But those are some things you need to consider!
Thank you for that!
Well done!