Your games generally focus on interesting movement systems, and this game in particular intrigues me, as IMO it has the highest skill floor. The level of challenge accounts for this; it was smart to place checkpoints at the beginning of almost every room.
I'm torn on whether or not the arrow keys added enough mechanical complexity to be justified; at most it's used to determine whether a jump will be a hop (north) or a standard parabolic jump (northeast), which is something Celeste's dash was able to truncate into just WASD.
Super Metroid's bomb jumping influence isn't lost on me, though, and I think this game *does* capture the satisfaction that comes from mastering a difficult platforming maneuver like that.
It makes me wonder if the 'bombs' in nobody — if the gameplay were to be revisited — could be expanded upon as a verb? There's breakable blocks, of course, but consider 'freeze' blocks that hold a bomb's charge and detonate when the player touches the block a second time, platforms affected by gravity that fall into new places after they've been bombed, etc.
It's easy to ramble on about ideas, of course, but ultimately I think despite its limited development time you implemented the right amount of mechanics to support a short but sweet game like this. It's just the initial challenge involved in learning how to "walk" in this game that intrigues me so!
Anyways, cheers. Love your work.