Whilst the game doesn't do anything glaringly wrong, there's really not much here to classify as interesting. Most if not all mechanics here are quite generic and so there's not really anything to hold my interest. I think there are multiple ways to tackle this, the most common being to have a unique core mechanic and then designing the rest around it. One thing I did like use of the crouch and falling through platforms, having to drop at the right time then duck under the wall was nice, though I'm not sure how much more these were put to use as I stopped playing when I got the dash.
In terms of feel and polish, there were some nice aspects such as scrolling to show the upcoming level. However, a lot of parts could still do with some improving. The player feels very sluggish to control and I think having sound effects for jumping, landing, ect would help. The very low invincibility time was also a bit annoying early on. The first robot I encountered I wanted to see if I could jump on it but the low invinc time cost me 2 hearts, following which came the unexpected laser sending me all the way back to the start of the tutorial which doesn't feel fair or fun at all.
The robots could have also done with some more polish such as sound effects and a firing animation. Also, they seem quite inconsistent in terms of how they act (some flip, some don't) which is quite jarring.
Overall, whilst there are some aspects that are nice and I didn't notice anything glaringly wrong with it, it's an all round fairly generic game with consistency issues.