Your game is in a playable state, and I appreciate that it has a win condition! It's a bit rough around the edges though, and it does break the jam rules, but it looks like maybe your first foray into game development, so pat yourself on the pack for a fully completed game!
Some notes to consider for improvement:
- The main menu requires the cursor to select, which isn't a valid gameboy control
- The artwork conforms to the resolution requirements, but you have issues with the scaling that causes the gameplay to break the resolution requirement. I suspect your size settings in Godot aren't quite right, which not only changes how your movements work based on how large the window is, but it also allows your character to move at a sub-pixel level which demonstrates more resolution than what's allowed. I can't judge this too harshly since it's probably just a settings thing, and the game follows the rules correctly in its original window size.
- The collision handling is a little rough, in most cases you're unable to walk off of platforms because the collision handling corrects you back onto it. I don't quite know how it's implemented here, but a common approach is to prefer resolving the X coordinate, then solve the Y afterward. It can be tricky perfecting this, because you can easily end up with the opposite problem where platforms can feel more magnetic, or hard to jump onto at all.
- Your graphics are decent, but it's hampered by what's known as pillow shading. Your artwork ends up lacking depth and it's hard to read the material or shape because there is no clear light source.
- This one is more of a personal preference, but I find the acceleration to be just a bit too slippery. I struggle with platformers like Mario that use higher acceleration in general, but this one feels like an ice level.