The art for this game is really pretty! Well done! That said, the gameplay has a few things you should consider:
1. Why do you need to switch to different types of ammo? The shot only goes out a very short distance, and there are no enemies/portals/hooks near one another, so there is no chance of performing an action you don't intend if you just have one shot that does all 3 things
2. The gameplay itself doesn't really feel any different from anything else I've seen in the metroidvania genre. The shoot and grapple mechanics are straight out of metroid, and the portals leads me onto:
3. The portal layout is confusing. After playing with it for a bit the player can start to sort of get used to it, but without some kind of map having portals that aren't visually distinct from each other in any way makes it really hard for the player to build a strategy for how to progress through the level. I was just hitting random portals and hoping they would take me somewhere new, meaning I often looped through the same areas multiple times. Potential fixes for this are more assets for different parts of the level making them visually distinctive, having a map that shows how portals you've used before are connected, or color pairing the portals (or some other visual distinction for color blind folks)
As far as game jam games go this is super polished and well done. Be proud of what you've made here! One final piece of advice: before deciding anything else about your game (including the genre): always pick your core mechanic. Find something fun to do that you haven't seen before (or take something you've seen and put it in a new context), and then make a game out of it. Finding the gimmick first saves your game from feeling generic, which when there are a ton of indies out there to play, saves you from getting lost in the crowd.
Good luck on your next game!