I have to agree with the previous comments about the controls.
Also - it has the difficulty of something like VVVVV - that's alright, BUT - it also quite close up on the action so there are moments where you simply couldn't see the danger (like when you need to float before hitting some spikes). If that's the idea - dying to progress - it's all good, just a matter of taste - there have been games like that. But if not then it just feels like a "I designed this so I know how to get through it, haha!" sort of thing.
Perhaps it would make sense to either play this up (with some simply ridiculous unavoidable deaths (like a massive box falling from the ceiling and smashing through the floor together with you - on the next restart there's a gap there to jump over, for example). Or, perhaps, tone it down a little, like giving you a little bit of (invisivble) regenerating health - so if you just touch a spike it would hurt you and throw you back a bit - if you run straight back you would die, but if you are careful you'll be back to full health. This way if you dive into a spike pit you'll die anyway, but if you just walk into a spike (like at the very start) with the buttons - you'll just see that it hurts.
Another thing - depending on your approach - whether you want to make it fair or just "die to explore" - you could make deadly things more prominent - i.e. color-code or motion-code, so to speak - like make the spikes a different color, or make them pulse in and out (or, for example, make them rotating saws - it's a little cliche, but instantly clear that they are deadly). Thus making the player aware of the danger and not just memorising the levels.
A lot will obviously also depend on presentation. The initial version of Portal (Narbacular drop) looked very different, and, frankly, not too appealing. But see what came from it. A crazy laboratory of death is always a cool location, certainly more appealing than " green lawn run and jump game 9823" so if you play your cards right this could be neat.