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Really nice mood in here — the cobwebbed dungeon, the barred door and that big padlock give it a proper creepy, claustrophobic feel, and the top-hat character has a lot of charm even as a placeholder.
The key-hunt + backtrack on limited life, with the timer ticking, is a strong tension hook. Simple to grasp, hard to master — exactly what a trap platformer wants.
One small thing from a level-art angle: since the whole game hinges on precise jumps and reading hazards, it might help to give the traps (spikes especially) a touch more contrast against the dark background — even a subtle warm highlight would make them pop without breaking that gloomy palette. It makes deaths feel fair instead of surprising, which keeps players coming back.

Thanks for the feedback—I loved it!

As for this game, I'm currently remaking it in 3D, and I hope to recreate that same feeling!

I'll have more updates on it soon.