Aesthetically speaking this game looks fantastic. The visual style is unique and goes with the music to create a consistent theme. Not much more to say on the subject other than that you did a fantastic job.
The gameplay is where I found the game to be the most lacking. I like the level design and puzzle elements, but the intersection between graphics and gameplay is really messy. You say the collision with the player is a box, but since the box is invisible, the player is left guessing as to just where they need to stand in order to avoid enemies. Combined with how much larger the graphics are than their hitbox and certain elements that obscure large sections of the screen and the player is left really struggling to navigate levels that shouldn't be hard to navigate.
There are also instances where the collision just DOESN'T work. I noticed in at least one level, holding the down and left buttons allowed me to skip through a wall, and in another instance, having spikes activate while I was standing on them broke the collision and allowed me to move through walls until I popped out from inside of them. Combined with the aforementioned issue with obstructive graphics it made the entire collision system feel like an "anything goes" kind of deal, which would be fine in a casual platformer but is infuriating when navigating tight spaces and hazards that force you to restart a level.
I can't help but wonder if you either played and tested this game with placeholder graphics and added in the art at the last second, or if you didn't have any beta testers to warn you that this would be a major pain point.
I think the best solution to this would be to make the entirety of the game tile-based. This would preserve the puzzle and timing mechanics the game currently has and allow the graphics to largely remain the same (I suspect the messy graphics are part of your artistic vision so I don't think it makes sense to change them,) but eliminate the issue of being just a few pixels off while trying to avoid hazards.
It's a really solid concept and the integration of story, aesthetics, optional objectives, and solid puzzle mechanics showcase a very high level of effort, but unfortunately all the guesswork that comes with invisible collider boxes gives this a fatal flaw in terms of quality of life.