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Good job :)

There is an invisible platform right at the start (before the spitting enemy), I'm assuming that's not on purpose? As for the puzzle itself, the automatic teleports are very disorienting, though I suppose in this case that might not be bad.
For the death of player outside of playable space - a very easy way to deal with this is to add hazard - either the acid or spikes, so that when the player falls outside of playable space, they do indeed die and they have a visual reason for it as well.

Take this as food for thought for your next work and assignments. Also I'm sorry to hear that, hope you can find more time for the next assignments, as those will be harder. And you definitely don't need to add an adress to these devlogs (as they are, after all public) :)