As it looks like someone else has mentioned there's a bug where the character will sometimes get stuck in the floor after a room transition. Because of this I wasn't able to get very far in the game, but what I did felt pretty good! The visuals and sound design in particular are really nice.
The gravity on the player felt just a little too high, I think decreasing it slightly might improve the platforming a bit. I think the player's jump attack having a shorter range than their grounded attack is also really awkward, and it made it feel impossible to properly fight enemies on ledges. Aside from those small things though I think the core gameplay of this was very competent and well done.
I also appreciate that the game has a keybinds menu, though the way it's implemented is kind of strange. Granted some of my frustration with it might just be from not knowing Spanish and having to more or less figure out how it worked on my own (I'm assuming you guys just ran out of time to translate that one bit of text?), but I think it's also awkward having to rebind every control in the list in order to get to the ones lower down. A more conventional system where you select a button to rebind and only then are asked to give the new input would be better I think.
Also agree with the previous comment complaining about the moving platform sync. Easy solution would be to code them to have a consistent period instead of consistent speed, so they always take the same time to cycle. I wasn't able to make it farther than the first room with those as I gave up on the platforms and went back to explore more elsewhere before running into the softlock issue with getting stuck in the ground. Was able to find the wall jump before that though so at least I got a taste of the metroidvania elements.