The movement in this game was totally slick! Though I feel like it might have been a good idea to split up the character's move set among multiple powerups instead of starting off with so many options right off the bat. It took me quite some time to realize that the character has a triple jump and can dash by double tapping a direction. Powerups in metroidvanias typically (and quite sneakily) act as a subtle tutorial for each of the characters abilities by telling you what the ability does and then providing a scenario in which the ability would be useful. Spitting up a character's moveset into powerups would let you use the abilities themselves as keys! Just be careful to build the maps so that the players don't softlock themselves... Or you can include a panic button so that players can respawn when stuck.
There is a softlock where if you take damage when crawling through a gap you get stuck. Fortunately, this game has a save system (may want to despawn the items that the player already collected on reload and drop the player off at their last checkpoint). My game has its fair share of softlocks and minor bugs too though, they can be really tough to notice before submissions.
This is one of the few games where the in-game art is better than the cover. Both the sound and art design were phenomenal, and the movement and mechanics are about as satisfying as they get! I was looking forward to using all the character's different moves in a bossfight, but I understand that one only has so much time for a game jam.
Out of curiosity, does the ultimate power upgrade mark the end of the game?