You have a great core here from a graphic, audio, and mechanical concept standpoint. At the risk of sounding like a broken record, the jumping mechanic is very punishing to use due to its distance and cooldown. I get why the cooldown is there, but right now the vertical/horizontal distance provided by the jump doesn't seem to be balanced with the cooldown duration. I also could not get past the Ghost, I think you're supposed to attack him but using the attack did not provide the result I was expecting.
The death concept, though, allows for some great puzzle-solving shenanigans to the point that I could work around the jumping mechanic to make a string of dead bodies so I can just walk across the pit.
You've got a great base for a game here, I'd love to see it grow.