This song meets the criteria of what was outlined in the challenge.
You charge the song with tones that connect to retro music aesthetic.
Sharp simple synths for you melody, chords, and bass line.
Low sample rate drums.
All things that present themselves super retro.
The pacing is moderately upbeat which the idea of an intro level.
Stimulating enough while not being overwhelming, priming the listener to the stage.
Though this is not the most dynamic song, in the context of games,
that can be a boon when there a many elements vying for player attention.
From what I digest, your song has the following structure:
A - B - A - C - A Modified
1 thing I do notice, you seem confident in your melody for A and B but shaky in C.
It feels like you're unsure of how to go get to 1:42.
There are a number of options on how to enter 1:42.
The first thing I'd advise is play at C, the stop at 1:34, and try singing or humming a melody that would get you to 1:42.
Something as simple as a singable melody will go a long way in making it feel far more intentional and confident.
You could always go a more theoretical approach too. Think about what chord you're trying to resolve to, and think of what transitions you have at your disposal.
Sometimes, the solution can be as simple as a 2-5-1. If you haven't already, familiarize yourself with the chord number system. It can be very helpful in these circumstances.
This section is also an opportunity to break away from the antecedent/consequent structure
you've been using for the other sections and add something structurally different.
I would also encourage have some build or clue in to the listener that a change is coming before going to C. A change the largely static drum line, and change in the placement of your chords, there is a number of ways to go about it. The idea is to make this feel designed and not just a happen stance.
Structure aside, your instrumentation gets the job done, but leaves possibilities on the table. I've mentioned this whether another review, try experimenting with your sound design!
The instrumentation sound like the starting node in a skill tree.
Within retro music, there is a rich landscape of chiptune sounds to explore and draw upon. You can go for hardware authenticity and try VSTs or Trackers the replicate the NES/Game Boy/Sega sound faithfully (think hertz devil, chibi-tech, rrthiel, megabaz). You can try making fusing classic chip sound with live instruments (anamanaguchi, shnabubula), use sample instruments and sample with little processing (Red&Green - Night Chase), or take the simple oscillators and experiment with effects chains to make something distinct (savant - ISM comes to mind).
All this is more so to encourage going beyond where you're at here and tread into something new.
Thanks for participating and I hope this is helpful in some way!
Feel free to reach out if any questions come up.