I don't have a lot to say but I do think some of the level design makes certain movements impossible and if this was ever fleshed out more I would say adding just a bit more purpose to each level/zone could help with the overall pace and feel of the game! Well done making something in a short amount of time!
Thank you! Yeah, the level design is a little bit of an afterthought, and we had a fun moment with it when we sat down for it. The room that has just a chest with a key next to it was an idea where you could either open the chest and take more challenging routes to get a key for progression, or skip the chest and save the key for an easier time getting to the next room. It didn't get a lot of playtesting though, so that's a solid criticism.