I think the idea of having to give up part of your abilities to make progress in some way (or maybe you could do it as tradeoffs for example) is a bit interesting, But it goes kind of at opposite of what a metroidvania is, so it would be difficult to pull off, and I don't think it succeded here. Basically you just use it as keys to open specific doors, that are right next to where you give up the ability, so you can then get it back almost instantly, which defeats the purpose of having to give it up on the first place.
I like how the HUD looks, but the level of detail between the characters, environment and objects clashes a little bit. There aren't a lot of markers or ways to guide yourself through the map, and the minimap is too zoomed in to be useful either.
And the level design also felt a bit random, with ramps and hallways that felt like they had no purpose.
Other small general issues that you should take into account for next time. You didn't provide any list of controls ingame or outside, also meant as a player I had to guess what abilities you start with, as the HUD markers on their own are not enough. There were no checkpoints so dying meant starting all over (even though the game is short, I think, so in this case it wasn't the biggest issue). Music stopped after the track ended, it didn't loop. I think you left the path finding debug prints on for enemies. And the boss ran out of the arena and never came back so I couldn't finish it.