Is the intermediate "shield breaking" sprite supposed to show random ennemies/main game sprites textures ? Looks pretty glitchy to the eye.
(Pic 1, left to right) You can skip the cutscene by immediately moving right when entering this room. It's pretty harmless despite skipping the checkpoint.
(Pic 2) This is a much bigger concern. This one trinket shows in the VVVVVV editor, in Ved, and when you are located in the right part of the room... but suddently vanishes as you enter the actual trinket path ?? making it impossible to collect. This wasn't the case in the submitted version either.

The showcased mechanic here is innovative, but far from perfect when using it; Maintly because of this one small delay when hitting spikes with the shield that can make some parts *slightly* frustrating to pass. If you can't fix that, then another effective approach would be to adapt the room's layouts to it so that it doesn't become unfair. All in all I found the whole mechanic pretty rough to control, but that isn't too much of a problem here.
The other problem which is more on the visual side of things, is about that one-second annoying white flash that occurs when dying from spikes (while being equipped by the shield)... which mostly feels more of a glitch than intended behavior, and is unsettling during play.
One final note about the graphics. Overall it is very well-made, but it seems to not go too well with tight gameplay, due to their round shape and appearances (Pixel-ledge-jumps, which are not rare in this level, are a bit harder to do per example).
In any possible scenarios this is totally worth giving a shot, at least once in a lifetime. Congrats on top 3
