Like the other person I also got stuck after the spike room - I was able to figure out that having the orange element gave me an air dash of sorts (which felt odd - none of the other elements had extra abilities associated with them, and none of the tutorial text indicated this was possible), but using it would cause me to plummet to the ground pretty quickly so i wasn't able to use it to actually get past any of the roadblocks in my way, which both seemed to require some actual aerial movement. Because of this I was not able to get very far and only experienced minimal metroidvania elements.
The grapple/draining hook is really neat idea, but it felt clunky in it's current state - it was very prone to hitting the ground instead of an enemy right in front of my face, which for some reason would completely nullify its hitbox and cause it to phase straight through the thing. I think keeping its hitbox active when it "bounces" and only removing it when it returns to the player or hits a valid target would feel much more intuitive. I also disliked hitting F to grapple - I think binding either the grapple or drain to just right clicking a second time would work better, so only one extra key is needed for the other action.
Visuals are certainly unpolished but serviceable enough. Music was pretty solid and atmospheric, but the sound design was a bit odd in places - the sound for the base weapon was pretty awkward and there being a different player hurt sound for seemingly every damage source felt really inconsistent and made me confused about what was actually happening at first when a few of those sounds triggered.