Not very metroidvania-y, feels more like a solid prototype for the concept then a finished game, but that's fine because that's the main purpose for game jams babyyyyyyyyyyyy!!!!!!!!!!!
That out of the way, I really like the direction this one feels like it goes once you have all the upgrades. I also really like the textures, they feel very N64/PSX type shit (i see the spyro soundfont mention and I see the vision).
Two issues with the platforming specifically that I have that I think you should consider/think about:
- Over-reliance on ledge grabbing to make jumps. It makes it much harder to parse if a jump is actually going to clear or not, especially wrt to jump height. I feel like the jump length and height should be tuned such that the ledge grab should be more of a saving grace then a requirement (less so for vertical jumps, but definitely more for more horizontal jumps).
- Slipperiness. I actually do not mind the lack of coyote time, BUT rather than add that, I think a relatively simple fix is having a "sticky" landing where your forward momentum halts briefly when landing. You could keep forward momentum if you're in the charging state but I think stopping when you land would (likely) make a lot of the more precise platforming feel a lot better.
Overall, really solid, could be built up into something really cool! I like the protag design (i imagine Moni wouldn't have the stick until getting the upgrade that lets her use it). Any further nitpicks I have would, I imagine, largely be fixed by more development time and whatnot lol. Best of luck in further endeavors!

















