Excellent progress since last time I played (4-6 months ago I believe). The game already has a really strong perspective, which is awesome. That's often the hardest part for most games to develop. You very clearly know what the game is trying to be about, and lean into it. That's perfect. To get from where the game is now, to the finished product, I think there are a few questions that need to be answered.
Firstly, what is the actual play pattern you want for someone sitting down to play your game? Currently, when you die you just go back to the menu. To compensate, it seems like you've given the player a huge amount of health, relative to the damage you take. I think this is really the major piece that needs to be figured out. There are so many options here, and how you answer the question will really be what ties the game together. If it's going to be a linear set of levels, there needs to be a lot of messaging around what level you're on, when you complete a level, where you are trying to get to, etc... And then the death system should really tie into that. You could also do a sort of hub area, with spokes you complete.
Second, I feel that there is a bit of a mechanical hodgepodge going on. Which for a game with this level of chaos happening, isn't great. Things like levitating while you're shooting something are cool, but when lots of things are happening, it kind of gets lost in the mix. My hunch, correct me if I'm wrong, is that these sorts of mechanics are added when it feels like "something is missing". But generally, the missing part is more related to point #1, rather than any problem with the movement mechanic itself.
Personally, I think a more clear and simple relationship between the player, the gun, and the walls should be established. Once those three things have a well defined, easily parse-able and learn-able relationship, you can start playing with them to find the depth. The pattern for ascending in a level is currently somewhere between MMX wall climbing, shooting enemies (potentially above you), shooting the ground, jumping, and creating a pile of shells. Basically, I think some elegance is in order here. There is a mismatch between the pacing of the game and the complexity.
Also, I think the camera could be improved. It has a lot of "discontinuous" movements, like every time you jump. It jerks and jitters around quite a bit. A smooth continuous lerp towards the player would be far better, I think, because the movement is generally quite slow. Every discontinuity in the camera displaces your aim and your visual comprehension of the scene.
Anyway, it's great work overall. I think if you get the play pattern sorted out, refine the mechanics a bit more, you will have an awesome and successful game. All the other pieces are in place.