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You are going to see a lot of focus on the boss fights here.

Enjoyment 4: Honestly not bad overall! I had one moment of what felt like nonsense, before the last boss portion, but decided to come back and see if I could plan around it. I could. The first boss felt challenging, but more punishing than engaging. Second boss was a lot better IMO. In the latter 2 phases (especially the 3rd phase) of the second boss I found myself having an easier time but also being more engaged and having more fun with it. I'm not sure if that means anything to you as a dev, but hopefully it points you to something.

Execution 3.5 (Rated 4): Control is solid. Jump is not variable which does play into the theme arguably, but variable jump would have been very helpful for dodging the boss and bullet patterns. I had no health bar that I could see, which seems odd since I was taking multiple hits before dying, and that is information that would be REALLY good to have--even if it might have felt less minimal.

Slightly finer movement might have also helped a bit here, but I think that goes more to enjoyment over execution.

Sensory 3: The visuals and music didn't do it for me on this one as much, but they convey what's happening in the world of the game, and they're workable. A little less minimalism on the audio would have carried the theme still, probably still to a 5 for me, without 

Metroidvania 3: There are literal keys (a sort of utility) and doors, and it's a platformer with an interconnected map--but the jury's out on whether that alone makes a Metroidvania. I would say no, but the category isn't a true/false one for a reason. I mean besides itch, so far as I know, not allowing that.

Theme Relevance: 5/5. This is a shining point I think and the flip-side and you did a LOT with a little. What I said above about the first boss, yes, but getting that much out of such a small set of movements and bullets is still legitimately impressive, to say nothing of their use elsewhere.