Thanks for playing, erickbrox! It's always good to see a video recording. The yield is a bit different from taking notes while others are playing your game.
"Action puzzler", like you labeled it in the video, is actually quite adequate as a description, even if the stakes are generally lower than in a true puzzler (ie you don't need to solve every puzzle in order to pass, or may be able to make up for not solving the puzzle with platforming skills and reflexes).
It was quite the nailbiter/release to watch when you solved the room with the mechanism you had initially had forgotten about.
Since the acceleration physics has been tightened a bit since the submission to be snappier than mario (a good reference point), i think you'll be happy to know that it is easier to achieve the max jump height when starting to run. Put differently, the sprint stretch you need in order to reach max jump height is considerably shorter (again, shorter than super mario bros).
Oh, and while the rooms are designed around not being able to shoot from ladders, there's actually a secret technique which will allow you to do precisely that. I'll leave it to you to figure it out
Tying into the puzzle aspect, every room definitely can be passed without taking damage, but it's as often a puzzle (often with several solutions) to solve as it is about timing or reflexes. The trickiest rooms often require both puzzling, timing and reflexes. I was impressed by how quickly you came up with a method for avoiding the sawblades coming at you in a corridor.
Overall, you seemed to have the difficulty/progression curve we had hoped for.