First of all, thank you for playing and taking the time for writing this feedback, it is very helpful to me.
All your points are valids and it helps me to understand better what players expect in this type of game ! Oddly I chose to make an hardcore platformer though I don't even play this genre. As I said I'm more of an artist and it's because of the lore and the idea of being chased by a monster that leaded me to this gameplay.
Indeed I hesitated about the pause after death before retry since it clearly break the flow, same for the music. I should have watched/try super meat boy as reference but actually didn't take the time to. All my time went into the platformer moves / game feel and art, it didn't leave me enough time as I wanted for game and level design.
Very fair point about the guidance through the level, there is actually no way to anticipate the traps when you are falling or in the last parts of the level ahah. I was biased because I built the level so I did know where the traps were. I just thought " Well I suck at this kind of games so if I can do it, people will" ahah.
Again, thank you so much for the feedback, I think I learned a lot from this ! And maybe I will keep workin on it or at least correct some things :)