Pointing out that your game is a stereotypical and boring platformer doesn't make it any less of one. The platform engine was terrible, the levels mostly boring, and the "art" was unfunny and poorly drawn.
... there's a difference between hard critique and just being obnoxious. It's fine to dislike something but try to be constructive.
Anyway, some comments about the game:
The platform engine feels sloppy specifically around corners -- as you fall off a ledge, if you press in to the ledge immediately afterward you 'snap' downwards in an awkward way. And as you're coming up to a ledge, if you hold up you insta-jump off the ledge in a surprising way.
The jump-after-falling mechanic also feels like sloppy work, even though you use it in the level design so after a bit I accept it as intentional. I don't recall it being in the games you're referencing so it seems like an odd choice.
The levels have a lot of cheap elements to their design, in that you hit a word bubble and the level suddenly changes, but you have no way of knowing how it will change and often this means that you *have* to replay to succeed. When you have an area with three or four different 'changes,' this starts to really emphasize rote learning.
You've written CASTE instead of CASTLE, which looks like a typo. 'Love interest' is also misspelled.
The use of abstraction seems potentially interesting, but you don't go far enough with it to push it beyond the realm of the "oh, he just didn't have an artist ..." reaction. It's worth thinking about whether the visual style can be tied more strongly in to the gameplay. One thing that the simple directness would enable you to do quite well is to switch points of view: as an example, perhaps for our hero character the labels are as you've written, but for another character they are entirely different. Another thought is that the abstract style gives it the feel a level editor, and you could play around with giving the player level editing control. Or, as a third possible direction, you could have several different art styles which you can swap in on top of the tiles you have now, each of which matches the description but gives a very different view of the environment and what you're doing.
Overall -- for a game jam game I think this is definitely a solid effort! And I think there's some potential in the underlying ideas, but currently it seems under-explored to me.