The movement on this feels alright at first, but the jump feels a bit small and stiff, and the wall jump in particular kind of just... sucks. It takes painfully long to actually climb anything with it, and I nearly gave up on the level built around it because of how tediously long it took to get anywhere and how awkward dodging the enemies on the walls was with such low maneuverability (in the occasions where it even felt like they could be dodged, which seemed annoyingly inconsistent).
In general the levels feel way too large compared to the player and camera - there's a lot of big open empty spaces that are kind of boring to traverse and blind falls off massive cliffs that really didn't need to be blind. This isn't a huge issue at first when you have lots of movement abilities to make getting through the rooms faster and more interesting, but as you lose abilities it grows increasingly tedious to get through each area.
I think being totally linear and having each area focused around the ability you're about to lose kind of weakens the "reverse metroidvania" feel. There's no sense of exploration, and I don't feel like I'm being meaningfully restricted by the abilities I'm losing since each area is clearly themed around one and only one of the abilities - so it feels like a disjointed sequence of platforming challenges rather than an inverted metroidvania map.
Visually the game looks nice enough and is fitting to the theme. I did have one visual glitch where the screen would flash black very briefly during each screen transition, which was quite jarring. The music is pleasant and didn't wear too thin even with there only being one loop, so good job there.