For a precision based action 2D platformer, I would recommend incorporating some of these key principals in your jump mechanics going forward: jump buffering, coyote time, and jump height based on button press. This will strengthen the feedback response the player has when using a jump, and will feel more snappier in return. Without having these functions implements, it is very common for players to feel like their jump command was "eaten".
Overall the style of the game was quite fun (albeit, very punishing). The sprites were nice and colorful, very reminiscent of a GBA game. I hope you continue to lean into the sentai-esque aesthetics, as it would help add an extra level of flourish to your game. Good work!