Very cool submission.
The most impressive part about this was the adaptation to your playstyle. I couldn't beat the boss because of certain things I found to be slightly unfair to the player, but that's the mindset that I'm going into while playing these.
I think the biggest plus that I saw in this project was how you were able to take a regular metroidvania style game and turn it into something that had me questioning my every move thinking it would make the boss battle harder at the end.
Some things I think you can improve on are the difficulty of the game and the overall gameplay.
Difficulty: There were parts where I was struggling to get through the lazers (Likely a skill issue) but then there were also times when it looked like the player character was well beyond the lazers yet I still died. Another thing you could do to subside this is to add checkpoints around the midpoints of the level. This could take away from the challenge too much, so you may have to balance it.
Overall Gameplay: Here is where I think your game both shines and sinks at the same time.
1. The characters' hitbox should be slightly inside of the player sprite to avoid the player dying by a couple of off pixels (Not sure if it is like this already, but it felt way too accurate.) If you want a good example of this, look at Geometry Dash hitboxes and you will see what I mean.
2. The lack of puzzles and rewards for exploring make this game feel way too linear and guided instead of rewarding players who explore and look for secrets with an easier time defeating the boss. To implement this, making the map would likely take the most time, the actual rewards could just be something like +1 dash duration, + 1 damage, + Shield, etc.
3. The enemies feel a bit too bland. There is a lot of missed potential with something as simple as a tracking bullet that can be destroyed by your own bullets, (This makes them feel like a tougher challenge even if you only have 3 in the whole game). Not to mention that there is only one kind of enemy, you could have added a second or third enemy type with polymorphism.
But with all of that being said, some of these additions would be out of scope for a Jam like this, so with the time we all had. I'm genuinely impressed by what you were able to accomplish.
Great job!