It's clear a lot of work was put into giving this game a sense of style, kind of feels like a GBA game. It's really quite impressive how polished it is.
I do think there may be an issue at the conceptual level though. The game feels very at odds at itself on what it wants to be. Like it's got this open map concept where you start again if you die but the player mechanics feel more in line of with something like Celeste where you die instantly but only get back a short amount.
Like, it feels like the game's not sure what it's testing me on. I died in cheese land after getting the key and came close to quitting, the only thing being tested with the shooty enemies is my ability to wait for an opportunity to attack which isn't really related to the core mechanic. Chocolate land does this better by having to hit a dude up through the stream.
The bosses were the more interesting part of the game for sure. Chocolate boss felt a bit lacking though, like all was being tested was the ability to jump over the boss then stand in the right place, had it tested the prementioned mechanic I think it would have been on par with the rest.
In the end I had to give up on cheese land, there was no way I was redoing the entire stage because I died to the boss.
Overall I'm guessing the goal was just to create a polished feeling platformer and it does that. I think the biggest flaw is just not knowing how to create challenge. Like the levels almost feel like padding between the bosses.
I think if you really wanted to commit to open levels, making it feel more like a world with a few characters in it and perhaps being less formulaic would help elevate the feel the game goes for to the next level.
Oh also this couldn't bother me less but I figure I should say that medals don't seem to unlock for me.