Feels like it could use a better map than the very vague one it has.
The other thing that kept tripping me up is a problem very common among metroidvanias and other platformers: it's sometimes difficult to distinguish interactable features from the background. At the start, I almost gave up because I went down the ramp and to the right was a bright vertical pillar that I took to be a wall, so I turned around and went back... Crates are obstacles; nets are climbable; seaweed is scenery; but there's nothing to really set them apart. (Probably limited by the color palette, since you don't have a lot of room to make things "brighter" or "dimmer". Just something to think about.)