Hey, this is really nice for a first attempt at developing a game.
UI is very good. I was able to figure out what all the buttons did and how to play just on the first screen, which is great.
The movement feels a little janky. Hard to describe specifically why, but I did notice that releasing horizontal movement buttons don't slow the player down in mid-air, which felt odd. Also at the beginning of the game I would always jump at max height for some reason, but I think this stopped once I got the double jump.
The ogre boss felt a little strange too. Getting knocked away by the boss's attacks looked awkward, and sometimes the player's damaged animation would play inside the ground. And for a game that's clearly inspired by a lot of souls design discussion I'm surprised the boss didn't have better tells for attacks. Personally I'd prefer checkpoints next to bosses, a shorter input buffer duration, no fall damage, actual background music, etc. but that's just me.
I think I heard the music transition into an "ending" theme when the boss died? If so that's a cool touch, I really like when the music changes like that.
I used the "dive" attack a bunch after discovering it because I thought it was fun to use. I'd talk about combat more but I honestly found myself jumping and ignoring over a bunch of enemies. Once the game said I levelled up, but I checked the menu and couldn't find a level or exp listed? I think it could be more satisfying to have a meter or something displayed.
This was pretty cool, I just think that movement and some enemy behavior could be more polished. I recommend closely watching someone play A Handful of Dust if you can, you may be able to pick up on issues better that way because I'm having difficulty describing them. Good luck!