Solid platformer. As others said, the movement feels restrained where it shouldn't be (slow to accelerate, low ceilings). Platformers are difficult to make because they rely so much on the feel of the movement. In this case, the jump and even double jump mechanics are throttled by low ceilings, whether due to spikes or scene size boundary. Giving the player ample wiggle room, even in difficult spots, can go a long way in how the player experiences the game.
As a last and small note, coloring all environment obstacles (platforms, spikes, walls) with a black outline helps the player understand what can or can't be collided with.
Just needs some design polish, but overall good job!



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