Very good onboarding, a static tutorial screen is the best when there’s no time of in-game explanations! Players complain a lot about static tutorial screens in commercial games trying to manage their budget in a certain way, but clearly they haven’t been playing enough obscure games with no instructions manual nor in-game explanations.
The level design is a little weird, as it looks like a top-view tiled map drawn like a maze of a character of 1-tile width/height. But the character is bigger than that and won’t fit in the 1-tile high holes, and repeatedly bump her head in the ceiling when jumping (esp. as there is no dynamic jump height). In the metal area, some “walls” are vertical, so 1-tile wide, it’s also hard to land on them. So navigation didn’t feel very good.
EDIT: just read the meta description again, and I see how the level is actually a blueprint map now. Maybe it could be a blueprint but seen in side view? Or with a different scale to give more space to move in? Or it could be a top-view game, not a platformer! But that would change it a lot, obviously.
The star almost hides the tile

The dotted lines have the same appearance as solid tiles so it was unclear you could go past them

This trapped rat moves left and right super fast, almost seizure-inducing

This jump is hard as the ceiling is longer than the floor

Melee attack looks good, and hitting the rat (horizontal moving enemy) with good timing feels good. The spider moves vertically too fast though, bumping immediately from the ground back upward, so it’s very hard to hit near the floor (maybe it’s on purpose to encourage player to kill it in the middle of its path?)
I got 2 MacGuffins out of 3 (probably only 1 was counted since I died and respawn after picking 1 so it was probably “lost”). It would be cool to get a power to advance in the level differently to be an actual Metroidvania.