Wow, I was so impressed with this game! I just sat here for a few hours and played through the whole thing until I had almost 100% of the map, only missing a few spots that seem impossible to get. I doubt I will find a better game in this jam in terms of gameplay, it was so fun!
The roll was really interesting, especially after getting the double jump. You can move very far and very quickly vertically by rolling in the air, and you can do your 2nd jump after the roll to get across really vast distances. I also noticed that you can gain height by wall jumping and rolling into the wall if your timing is just right. You can sequence break & get to areas without the sprint, although I don't think there's any point in doing so with the current map. Anyway, it was really interesting to see the synergy between mechanics.
The graphics were not bad, & I kind of liked the hero, it reminded me of the hero of Iron Sword. All the particle effects really added a lot to the visual aspect. I liked the sound effects & ambient sounds, but I really missed having some music.
I noted a few things that I thought could better. Don't take it the wrong way, the game was awesome! First, I wish the save bonfires were more conspicuous. There were some times I was exploring and I was jumping and rolling to go faster & skipped right over bonfires. A few bonfires are in a position where you can miss them even if you're just walking. If they were more visible, there wouldn't be any issues. It would also be nice to see them on the minimap.
As I mentioned above, there are some things that can be exploited by players to break the intended sequence of upgrade. The ones I noticed were climbing the wall by jumping & rolling, and also jumping off bats to get extra height. A lot of metroidvanias put in stuff like that on purpose since they can be really fun for players that are looking for stuff like that. I wouldn't consider it a flaw or something that needs to be taken out, but it's good to be aware of the existence of anything like that while building levels.
I would have liked the wall slide not to trigger so easily, perhaps making it trigger only when holding in the direction of the wall, because it was easy to stick to the wall by accident. Going up the stair-like sections was tricky, and some areas with a small gap were hard to get through because of it too.
And just a couple minor things - When there were 2 of the giants (the first boss) in a room, one would just kill the other if you waited. Also, if you were directly above an enemy, it would constantly switch from facing left to right, almost like it was spinning.
Anyway, I'm really impressed, & I'd love to ask some questions about the programming too if you wouldn't mind. I am using C with Raylib to make games right now so I think I could learn a lot from some of the things you've done, & I was wondering how you did some things while I was playing. Thanks for the great game!