The game as a whole has ansome uneven feel to it. I'm gonna start off with the mechanics of the game play. I know you already read some comments about it but I'm gonna give my two cents about it. The game play of this game strive to be hard, to be played technically. However, what makes technical gameplay fun, rewarding, and just good is the cohesiveness of the gameplay, is the feeling that every keypress you make is your responsibility and that plain and simple, good technical play is all you need to beat the game. Not luck. I found feeling like most of the losses I faced in the game wasn't my but rather the design of the game. Randomized enemy placement produced situations that were in-inescapable, and the hitboxes felt detached from the actually enemies, requiring multiple failures just to learn enemies hit boxes. 30 minutes of hitbox adjustment would help the play vastly more and maybe even fix some graphical glitches I saw. The narrative of the game and game play together felt at odds with each other as well. They felt disconnected. There is a term called "Ludonarrative dissonance" thats fits this. The gameplay doesn't feel like it has any reason to it beside, " this has to be a game, better make it platformer! ". The gameplay doesn't feel justified by the story, and the gameplay doesn't feel like its a part of the story or even building on it. Give purpose to the gameplay that makes the gameplay and story feel like one. When you get that, then the conveyance of theme like "deception" or a feeling can go into the mind of an audience. Keep you eye open. Analyze other games of all types, and see what makes them game. Keep experimenting. Video-games are an ever evolving art form. Seeing the new things that merge out of it will shape you as an artist, designer, musician, writer, and game developer. Keep creating! I'm sure you have yet to show your best!