Hi!
Here is feedback about the entry.
I gotta say rage games are not my favs. They typically appeal for streamers because it makes sense to be challenged by your audience and persist on the challenge so they can watch you overcome it, generating watch time and engagement.
This kind of game, when done right, especially when taking into account the right audience (gaming streamers) can be super successful.
For me, it doesn't quite work. The whole game design is not about figuring out solutions but rather discovering hidden features by trial and error. It leans towards adventure, but instead of testing my ability to discover the game content, it explicitly punishes my lack of information about the game world, making death the main vehicle for discovery. This wouldn't be much of a trouble, as rogue-likes appeal to the same discoverability system.
Something I would suggest adding to your entry to diminish the churn (players exiting rate) is to use checkpoints after each test you applied to players. You can even make the checkpoints erase if players quit the game for good, making them persist to the end of a level to maintain their progress.
Here's my play session, as you can see I decided to quit before finishing the game (take note that I'm definitely not part of the partget audience).
Overall, for a game made in less than a weekend, this was a solid effort. The level design is good, we can progress through challenges with a steady learning curve. Congratulations on that.