Just played this one. I see the vision, and I have some feedback.
First, I think the art style is interesting - I'm not sure what the intent is, but it's kind of like a gloomy swamp vibe. The music does its job well - interesting without being grating or noticeably repetitive. I think you can merge these two facets of the creative components. In other words, the music could be less peaceful and more reflective of the situation the cat finds themselves in. Is it a thief/stealth vibe? Is this more of a trickster? The music can inform the player about the character's motivations, etc. There's a bunch of ways you can take this, but mostly I wanted to convey the idea of stylistic cohesion.
For the gameplay, I'm not wild about being taken back to the spawn point every time you take damage. I think it's fine for a game over cycle but it feels extra punishing on a per-hit basis. Maybe that's the intent? Additionally, I'm not wild about blind jump leading to spike traps, especially since that's just going to kick you back to the start of the level. Something I noticed is that once you fall down it's pretty challenging to find a route back up, but again I think that might be the intent. The reason I call it out, is because the player is specifically incentivized to make daring jumps to collect cheese, and punished when they do so correctly. That's going to lead to player frustration pretty quickly.
Since the player is a cat, I was hoping for a limited wall-climbing mechanic. I think that's the next natural place to take character movement.
I didn't notice any bugs in my playthrough, so well done there.
Overall, solid entry for a pixel platformer. Keep practicing and polishing.