I liked the mechanics you've implemented despite the bugs! I liked how there was dialogue after retrieving upgrades, adding to the immersion of the game. The explosion animation was also done really well!
If you're looking for some tips/feedback and such, here's a few I thought of. I'm not sure if these are things that just didn't make it into the uploaded build, so sorry if they're things you've already addressed:
- I think Coyote time is really long! After falling off a platform I can still jump way later. You could add a shorter timer to ensure that the coyote jump is only valid for a split second, because the coyote jump's main purpose is to ensure a player's "just a little bit too late" input is still valid.
- The game as of right now lacks some direction. I wasn't sure where to go most the time. You could either be explicit by using signposts with arrows to guide the player, or subtly guide them in the right direction through level design and enticing items along the correct path. I mostly ended up getting lost after retrieving the dash.
- The walls could use some more distinction. They're a very similar color to the background so at a first glance it can be difficult to tell if they're interactable or not.
- Movement midair is pretty clunky and difficult to control due to the slow acceleration. I think it's fair to give the player less acceleration midair, but right now I think it feels a bit too little and not too great to play. You could use a stronger force, then cap the player's move speed so they don't go flying.
- I think locking the player out their abilities and then claiming them later is cool, but the time between retrieving the abilities feels too short. I'm not sure if the gameplay would change all that much if the restart button and jump were just given right away. You could try to design the level where at first you play a decent amount of the game without being able to jump and tease certain parts where jumping would be useful, then once the player gets the jump, they can recall the locations where the jump would've been useful and restart to go back to those sections. That sort of happens at the beginning, but the pathway ends up leading you to the same location.
Overall, you have a lot of cool stuff happening here! I hope to see the updated version once the jam ends!