From a sensory stand-point it's a very charming game (love the cover-art too), but it was just too hard for me.
As a rogue-like, I enjoyed the scavenging aspect, and how you had to adapt to the powers it gave you. Maybe it's just because ladders weren't coded, but I found the shop really hard to get to, even once I had figured out where it was based on your hint. I also can't remember if the game tells you mushrooms can revive your health, or expects you to work it out. Seems important to tell in any case.
The jumping and rock-throwing felt fun once you figured out how to manoeuvre around the enemies, and the wall jump works well in a narrow column, but I never got the hang of it for making simple jumps across gaps. A little more follow-through on the rebound that doesn't negate as soon as you hit the opposite wall would help that a lot, if you're inclined to make it easier. Maybe it's meant to be hard.
(Also, not sure if it was intentionally designed this way, but I can't do a double jump after a wall jump, even if I haven't used it yet.)
Really not a fan of the spawning insta-kills. Set ones I can deal with, cuz it contributes to the feel and difficulty of the game. Learning where they were on the map and trying to be wary of them next try felt kinda fun, even if dying to them annoyed the hell out of me.
But randomly spawning ones, and the ones the boss threw at you didn't frustrate me in a fun way, they just made me quit. There was one part where I got an upgrade from the shop and a falling boulder almost hit me on the head.
I've got footage I'll post when I edit and upload it. There's one part where I have a health upgrade but get side-tracked being flanked by two swarms of bats. XD