Thanks so much!
On the “Metroidvania feel” front, I knew that cutting so many “traditional” aspects was going to be a risk. Without boss fights, mobility enhancements, or strength progression, some signals that many folks look for get lost. On the other hand, with the simple mechanics I did choose, I managed to build something exploration-driven, non-linear, with gated progression and required backtracking — plus support for speedrunning and the tools for community-built stages. (There’s a second stage I’ve referenced in some other comments where I’ve also played around with environmental storytelling within these constraints.)
All that said, I’m glad you enjoyed it even if it didn’t ring as a Metroidvania to you, as I really enjoyed making it. 😁