The difficulty of the game isn't the problem, but the lack of design and tutorialization / onboarding is. I don't mean telling the player how to play, but the gameplay itself should introduce new mechanics slowly to teach the player through gameplay. If you love Celeste, I'd suggest you look into some of the talks the devs have done on how they made their game feel challenging but also fun and fair.
Two suggestions you could make without looking into that;
1. get the player back into the level faster. You shouldn't be toggling through beginning of level speech every time you die.
2. Make your controls feel snappier. The floating jump makes gameplay longer and more difficult without feeling good.
And as a reminder- you will always be the best player of your game. If you think it's just hard enough, it's probably too difficult.
And if you find yourself thinking, 'the people who are playing this game aren't my intended audience', you're ignoring valuable free playtesting feedback.