Hi! Please don't take this personally (especially from someone who also didn't finish their game) but I have a few constructive criticisms:
- The movement system needs some re-tuning. The movement itself is floaty and imprecise, but a lot of the layouts in your world require semi-precise to very-precise movement. Having a floaty movement system doesn't make your game hard, it just makes it frustrating.
- The controls are unintuitive. I played using a keyboard, and having to use Enter to attack made me unable to attack and jump at the same time--my right hand would be on the arrow keys to control direction/movement, and my left would be alternating back and forth between Space and Enter in order to jump/attack. Normally control bindings aren't a big deal, but they can really ruin your audience's perception of a game when they're off-putting.
- Some of the combat doesn't make sense from a worldbuilding standpoint--I can punch a hedgehog three times and it dies, and I don't take any damage, but if I accidentally run into it while trying to punch it I take damage? It feels like the attack should have some sort of weapon so that there's a logical reason why you can attack it.
- I had an issue where I couldn't pick up the drops from defeated enemies. I'm not entirely sure they are drops, actually, I just assume that from the green/blue color scheme. It could be XP, I guess, but since it's not explained anywhere I don't know. This, combined with the floaty movement, led to some frustratingly stupid deaths.
- Lastly, level design and art: there's a difference between dropping your player in a maze and dropping them in a maze with a purpose. The first leaves the player disoriented, without any sense of direction, while the second forces them to quickly figure out where they are in relation to some goal. There's a time and place for both, but I'd argue that when you use a very limited art style, you should give the player some help when solving the maze. Big landmarks are very useful; "same-y" environments are not.
Don't let that get you down, though! I did like the character and enemy designs, and I have a feeling that it would look like a completely different game had you enough time to get some solid art in there. All-in-all, art isn't that big of a consideration, because the most beautiful art can't save a boring game--and vice versa. An exciting game can be successful, even with the worst art imaginable.