Trying to make a metroidvania in four days is a big task, and it's really impressive how far you've gotten seemingly solo! If you keep working on this game, before you do anything else I would take a look at how the character controls and make some tweaks before you do anymore level work. You have jump buffering and coyote time which is awesome for a platformer, but your character seems to have a bit of acceleration time before they get to max speed which can make them feel like they're sliding. I'd experiment with a character that gets to their max speed instantly and see how that feels to you. I think that'll make the platforming experience more consistent and then you can design the levels for it.
Awesome job!
Viewing post in Breaking the Cycle jam comments
Thanks for providing valuable feedback! I had more levels planned, but a lot of them were cut out in the last day to get something working out. I do plan to at least finish the ideas I had for other levels after the jam ends, so I'll keep what you said about the player controls in mind. The physics I used was very janky since I had to change the player sprite dimensions on one of the last days, I think the coyote time is actually due to bounding boxes inaccurately detecting ground and not actual timers :D
Glad you enjoyed the game!