What worked:
I like the pick a path difficulty idea. It lets the player make risk vs reward decisions to help them in the future, or to lower the difficulty if they feel it necessary. The art looks very nice, and the theme is done well. The concept of a complete restart is brutal, but can be done well if the deaths feel fair.
What didn't:
Some power-ups seem to hinder the player. The increased jump height meant that I kept slamming my head into spikes (the first dash level especially). The only way to get around this was to dash to cut my jumps short, which with the increased dash power sent me past the blocks. I then had to double jump to recover, sending me into the spikes anyway.
The text is pretty hard to read due to the background and the dots that appear as part of the texture at times. The UI also takes over a significant portion of the screen before disappearing in each level. It makes it hard to see, especially when you've already read it and are replaying levels.
Respawning needs a small delay. There were many times I would die and immediately run off a platform due to still holding the right button.
Movement should be tightened a bit, or level design should be matched closer to current movement. (most notably air mobility)
Bugs:
Everything (spikes and pit) on Level 6 (path of brave) seems to take out 3 hp at a time? I'm not sure if this is intended.
Level 9 (path of brave) seems to have an invisible spike/collider above the first spike tower? (maybe I just couldn't see it before dying)
Double-jump doesn't seem to work while running or dashing off a platform instead of jumping off (only works when following a normal jump, dash doesn't affect it either way (can jump after dash, but only after a normal jump)).
Great job! (2m, 9 sec, full brave)