Because you're asking for constructive criticism, I'll speak up.
I like the simplicity of the game, and the very basic platforming challenge. The level design isn't bad, and the hanging bulb adds some nice ambiance, suggesting a small backstory. The character isn't just in a well because "platforming". He's down there collecting coins. It's a mission. I also think you did a good job balancing the life meter. It's a nice way to keep the game challenging. Not only does the player have to master the jumps, but he wants to avoid falling. Thing is, you made a nice, long life meter. The character takes a beating before the game ends. That is, we have incentive not to miss jumps, but not enough to annoy us by killing the character too soon.
The problem I have --and I've said this before to developers-- is that slippery movement in platforming games is a bad idea. In this one, you expect us to make tight, accurate jumps and small pinpoint movements, but you give us a character who's nearly incapable of pulling it off. When we move left or right, the character does a sudden about face and slides forward, which makes him especially unequipped to handle tiny platforms. So it's not a matter of how good we are at jumping and landing, it's a matter matter of how good we are at fighting the character's lack of finesse.
Now, I know you said that this was intentional, as a way to make the game harder. But here's a good rule to follow: never make a game harder by giving it poor controls. This is what people mean when they say a game is hard for the wrong reasons. It's mechanical problem, the fault of the developer, rather than an honest challenge. Trust your skills in building good levels; don't artificially pump up the difficulty by making us fight the game. A good platformer has tight, dependable controls.