What a fantastic concept and execution. Each level felt like a puzzle I had to solve, some being pretty clever. I liked the dash as an alternate form of movement. I also liked the feeling of the controls, they were relatively precise while allowing interesting movement such as wall jumping up a shear cliff or dashing mid-air.
Some suggestions: a clear indicator of the size of a campfire's AOE, prevention of accidentally going back to the previous level, dying, and losing progress, and of course, more levels since it ended as I was really getting into it. Maybe a softer difficulty curve as well.
I did notice that this game felt veeery Celeste-inspired (art style, character, dash, platforming-puzzle nature), which isn't a bad thing since I love that game :P