So, I think you very much so worked effectively in the constraints of Necrodancer's story.
The way you panned through shots, the eye catching and on cue hard cuts, and the may you conveyed motion was very dynamic.
I was also was impressed by your use of color, staying true to the pallet of the game, but still feeling fresh.
I loved how those skeletons moved, as it's so typical to have their motions seem more mechanical/methodical, but you really captured fluidity, and I think it's because you had the two synchronize where as one bone alone would look more silly.
Like people make fun of the dancing street gangs in West Side Story, but if a large group of people moved at you in perfect uniformity it would would be terrifying.
A better example might be a Polynesian Haka.
It's a good trick on your part.
The only reason I I can't give this a full 5 is it feels like builds so effectively to a call to adventure, and I don't feel like there is a payoff.
I know in the game you would just start playing but in this case it feels like it cut's short,
For people unfamiliar the yawning portal to the next floor down doesn't have meaning, and it visually looks like she just staring at a wall.
Maybe a few more frames of the portal flaring or surging in some way, and a look of determination on her face would close the chapter for me.
You did incredible work, and thank you for making this.