I won't lie, I entered this with very low expectatives, but I left extremelly pleasantly surprised!
You might think there's not a lot to comment about art here, but actually, this game's visuals are quite very well put togheter. I actually never felt lost at any point in the game because the shapes of the level design are very good, and I could even make out to understand there are 3 whole distinct areas here, the starting cave, the water zone and the maze downwell, despite they all sharing the exact same (lack of) assets!
Also, those are NOT just some random squares and rectangles made for game mechanics, this is clearly a living world in disguise! I can tell there is something going on here... from the giant maze-like structure hid behind a laser door to the weird rectangles with orange lines on them that moves quite erratically... there is a reason they are all locked up on dead ends, isn't there? That fact alone already gives them such an eerie vibe, and I love them for it!!
Also, I really like how you used the outlined tiles to guide us into safe points, that's something very important in Metroidvanias and most people kinda overlook when placing down their rest zones.
The bosses are all fun, altought I will admit they can be a little nuisance to deal with sometimes. The I-frames when you get hit are way too little so it's quite common to get comboed by the bosses without a real way of escaping their grasp, and for the water pond boss in specific, the game doesn't make you stop moving after you fall onto the water, so it happened a lot of me falling down, then respawning on the middle platform and immediately falling down again because I was still holding the key.
Also, This will sound very couterintuitive, but I actually felt kinda cheated on by the hitboxes, despite them being exactly what I was seeing lol. It might just be a me being too used to it thing, but I will never find hitboxes that are exactly your size to feel like they're right, it just feels wrong to me not being able to phase a tiny bit into enemies or their attacks before actually getting hurt, everything just feels so big!!
Lastly, the control scheme is a little weird.... I looked it up and it doesn't seem to match neither AZERTY nor QWERTZ, so I really have no idea where the hell you got DX-spacebar from x)
I personally really hate jumping with the spacebar on 2D games, it's always nice to just let the player jump with the "up" input if it's not used for anything else. And... unless your keyboard have D and X side by side, why did you choose two keys that are on top of each other instead of just ZX or DF? That makes such a weird shape on my hand and it's not quite the comfiest thing on the world </3
Great game tho! I missed having some music, but the reason there's none is understandable. (Also, spoiler alert, but I actually giggled when the final boss turned into a pickup and tricked me into running into it, that was a genius second phase x3 )