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The controls are definitely too slippery. As other people noted, it is *really* easy to careen into obstacles when traversing doors. Either a reduction in movement speed, or the addition of a screen fade between rooms would likely resolve that issue.

The style is coherent, the aims clear, and the dungeon design compelling. The mechanic of leaping across gaps is not approached in a way I've usually seen action/adventure games do it, with the long cooldown animation to ensure you *really*want to commit to the jump. It feels like if Tomb Raider was top-down 2D and for the GameBoy.
Closed doors do sometimes blend into the walls, making it easy to miss possible paths, though its unclear if that's intentional or or not. You can't exactly walk through a closed door, after all.

Oh goodness, am I bad at this game, though. I got the whip exactly once, and immediately lost it.

Yes, the levels turned out to be hardcore—especially the second one, which saw a disproportionately sharp spike in difficulty.