Good looking world, we enjoyed the backgrounds giving it extra depth!
The movement physics could use another iteration, especially the jumping and wall jumping. Regular jumping felt very sudden and often lead to hitting your head on the ceiling.
Wall jumping worked about half of the time - it felt like the physics for it was sort
of accidental. Consider setting the player's physics material to have 0 friction and minimum friction combine - this will lead to the player sliding down the walls. Instead implement wall hang/jump with code logic. Ray cast in your facing direction to check for a wall, and if there is one turn on the hanging animation and reduce the fall speed each frame. This should give you much better control over the mechanic.
We also have some advice on the camera. Consider letting the player look down sliding the camera downwards when holding the down key. Also to improve the camera feel while jumping consider keeping the camera height bount to the platform the player has beneath them - this reduces the amount of up and down movements and makes it easier to keep track of your environment.
Navigating this game world felt challenging, we'd recommend trying to create an intended path for the player to follow when playing the game. Then do your best to show the player this path - placing interesting things along it, lighting that attracts the eyes, and minimizing the amount of non-vital paths. Hinting at an upcoming area can also be a nice touch - such as adding a few of the props from that area close to the entrance of it.
Unfortunately we were not able to experience the entire game, we got stuck on the spikes and had to restart several times.
Throwing sparkling blue magic at enemies felt good and we'd like to see more of it! We only managed to get the dash mechanic but we're curious about the energy charge attacks.