I liked the concept in general, but I couldn't figure out what the game wants to be, is more of a platformer or a stealth game, both, or maybe something else? It's nice that you had the time to implement so many features (e.g. upgrades, enemy detection and behavior, tutorial), but many parts felt a bit unfinished, or at least unpolished. For example:
- The resume menu opens at the beginning of the tutorial, which was a bit confusing.
- The tutorial text was overlapping with various sprites, making it harder to read.
- Enemy spawning and movement felt a bit weird and unpredictable. I saw no repeating pattern that I could use to guess when they turn around and we had the same speed, so they spot me instantly and unexpectedly, and without the upgrades there wasn't much I could do. Even as little as some indication, maybe a split second of a pause before they turn around could greatly improve player experience.
- The enemies were moving between screens, but the player cannot see what's going on there, so at any time an enemy could drop from below or even detect from the other screen, which makes it substantially more chaotic.
- Enemies tended to spawn and drop to the lower level after a short while, which soon made the ground an inescapably dangerous place with a conga line of enemy red cones.
Of course these all could be design choices that you made, but to me it felt more like you needed some more playtesting and balancing. So, overall, the game was fun, but I'd recommend making sure that your primary gameplay loop is as polished as fun as it can be before moving on to nice to have features like upgrades. And the way to do that is a lot of playtest --> balance on repeat.
Congratulations to your submission and keep it going!