I'm not really one for platformers because I suck at them :p
Regardless, there are some things I think you did well. The bunny's walk animation seems fit their movement speed. Cohesion between animation and action is something I can always appreciate, although it was a little silly that when you jumped, he would try running in the air haha. The cutscenes certainly threw me for a loop in a good way. I just wasn't expecting to see a clear pixel art platformer after watching a static filled vhs recording. The spike death cutscene was the most amusing to me. Lastly, I kind of appreciate that each level gives you barely enough time to complete them. It emphasizes the need to improve after each death and, while it might not feel good to fail repeatedly, that's what Souls-Likes and Roguelikes do to people all the time. By extension, I think it allows the player to feel like they've accomplished something in a way.
Most of the critiques I have for this game are just for artstyle. I'm not sure if you made the art yourself or if you used a premade asset pack, but as HUTTOF said below, the art throughout the game is very inconsistent. Pixel sizes vary and some things are outlined in black while others aren't. The spikes especially look out of place since their pixel size is like, triple or quadruple that of everything else.
Last thing, not a critique, but a potential fix. It's something I've been seeing a lot in these jams where the character, when not moving, will revert to looking in a certain direction. Something that worked for me was creating a variable that keeps track of which direction they're looking in and to only update that variable when an input is detected. Hope that helps!