Looking at it now from an outside perspective yes the difficulty curve of the levels is very disproportional to how quickly each mechanic gets introduced especially trying to mix "Hollow Knight" game play mechanics and "Celest" level design two difficult platformer games in such a small amount of levels, defiantly need to ad more tutorial like levels and simplify the controls as much as possible, I might do a few level tweaks and changes, but also getting ready for this years GMTK jam.