That is a very fun and pretty game!
The visuals here looks super great, I adore the worldbuilding you did with your scenery here, it's really hard to see jam games with such detailed environments and yet on a layout that feels very natural and harmonious, the whole map felt like buildings with actual story and purposes, and the outdoors rooms looked amazing, it really scratches my itch of grandious scenes to give me fresh air after exploring enclosed spaces.
Jellica also have a lot of lovely flavor herself! The way she lays down on the clams is so sweet and cozy, and the way she bobs around on her idle is so silly!
The MUSIC tho??? Absolutely phenomenal!!! Not only it is catchy and soothing, it also has a very memorable motif, and MY GOD you done the area transitions SOOOO RIIGHTT!! The smoothness of the different versions of the theme for each area felt out of this worrllddd!!
Honestly I would unironically listen to this game's OST by itself if I could, it is that good.
Gameplay is also very fun, Jellica is fast and slippery, but she always felt perfect to control, and the level design is also quite a delight to parkour and speedrun throught, I think you did a very good job on all of that!
Also, the sound effect you chose for the double jump?? MARVELOUS, like, really, you chose such a note that feels like it's friggin part of the music?? Like really, this game feels so musical, I love that x)
Now on the other hand, combat felt quite clunky... Never unbearable, I actually didn't mind it much, but it did deserve more attention on the oven. Hitboxes feels kinda wack, I really can't tell wheter they're too big or too small?? Like really, sometimes they felt gigantic, while other times they felt weirdly inexistant?? But alas, it's not that big of a deal...
I really missed a downwards slash, Jellica's high speed seens like the perfect fit for pogoing shenanigans, but that's also not that much an issue.
The feedback for taking damage was kinda lacking, I'm afraid... Like, yeah, I could tell I was getting hurt, there's a sound effect and a little bit of knockback, but it didn't feel.... like it really hurts, you know? And the knockback was definitelly way too subtle, there were multiple times where I got comboed for a while because an enemy managed to get stuck inside of me, wich feels very uncomfortble, those guys need to learn personal space!
There's also the fact that the room just resets when you touch a spike or fall down a pit, wich feels very janky, specially since enemies respawn when that happens, wich ideally shouldn't happen.
And lastly in that regard, there is no animation nor anything at all for dying, you just suddenly reappear at the last clam you slept on, wich is anticlimatic, to say the least.
I also noticed there's a map on the pause menu, althought I never felt the need to use it. I appreciate the bold move of just giving the player the fully filled map and no position indicator, I think that idea can be executed well.... buuuuttt I don't know if it was here, honestly.... Like, since I didn't use it, I can't tell how usefull it actually is, but since it is fully filled out from the get go and it doesn't show where Jellica currently is, it seens extremelly hard to actually pin point where you are or where you're going...
I think if you at least highlighted the initial spawn location the players would have a way of actually localizing thenselves on their own, but right now it looks more confusing than anything.
Either way that is a very good entry, and it really goes all in for the metroidvania aspect, there are tons of nooks and crannies to explore, and I only got half of it (15/26 pearls), wich is really great! Good metroidvanias have missable content!