The sheer volume of systems here is absurd for a jam. The HOW TO PLAY screen lists double jump, wall jump, dash at Lv.3, projectile at Lv.6, a 300 damage special at Lv.7, a sword strike at Lv.10 and a Triforce Resonance at Lv.30. Then there's a COMBOS section: Attack + Dash for Spike Ball Dash, Attack + Shot for Spike Cannon, a Delayed Fuse that needs attack, attack, wait 0.25s and attack again to become a Cyclone, a Comet Buster where you fire and dash through your own shot, and a Shatter Step with an ice projectile. That's fighting game vocabulary, not one-week jam vocabulary.
The move names borrowed from Zelda and Metroidvania (Helm Splitter, Ascending Edge) show you know where the language you're using comes from. The opening starry sky screen with a polite "PRESS ANY KEY OR CLICK TO SKIP" is a small kindness. And the main menu is the most complete I've seen in the jam: NEW GAME, SAVE SLOTS, HOW TO PLAY, OPTIONS, SKINS, CREDITS, QUIT. Having SAVE SLOTS in a jam game, in a jam about preservation, deserves a note on its own.
It also works. I moved, attacked (the strike shows as a yellow blade beside the character) and killed the first enemy with no hitches. The HUD has level, a green health bar, an XP bar and a coin counter.
Now the honest part. The art is literally rectangles. The hero is a blue square, the enemies are red and purple squares, the attack is a yellow square. The background (green gradient hills, clouds, wooden platforms) is actually pleasant, but the characters are placeholders. There's a SKINS menu in a game where nobody has a sprite. It's the starkest contrast in this jam: systems to spare, presentation missing. Even three simple sprites would change how this entry is received more than any new combo would.
Two more. The touch buttons (arrows, ATK, JUMP) sit over the play area permanently on PC, taking up all four corners, and should hide when the player uses a keyboard. And the theme fit is the loosest I've rated so far: this is a 30 level progression platformer, not a score chaser. There's no scoreboard, there's level and XP. That's why my theme rating is low, and it's worth saying plainly rather than leaving you guessing.
Last practical note: your itch page has not one line of description, and the available "downloads" are the loose PWA files (icon-192.png, manifest.json, service-worker.js). Someone landing on the page has no idea what the game is. Three lines of description would change how many people click play more than anything else on this list.
Huge ambition. With sprites and a written page this would be one of the talked-about entries.