Rogue Legacy is a strange game that tries to empower the player while punishing those who do well right away, that is my core complaint with the game. If the EXP system somehow let you spend what you had earned while you play, I would have less of a problem with it, but it would of course completely unravel the games illusion of balance and progression with the weakness of the games skill tree and content coming forward. The game is trying to emphasize the genealogy mechanic, but I really feel this has forced them to come up with inherently flawed systems to try and make this the focus. Only rewarding the player after they die is where I find this problematic, this feels artificial to me. Rogue Legacy is approaching permanent progression in a "permanent" death setting the wrong way in my opinion and the core game design is flawed when looked at closely. It is fun to mess around in, but that is not enough to keep me playing a game. A game needs real gameplay depth for me to give it any recognition, and that's where Rogue Legacy falls apart.
Rogue Legacy does control well, but it includes multiple movement options I personally don't like in platformers. I much prefer games without multiple air jumps, as I like the idea of having to control your jump well without the chance to just hit jump again to wildly change the direction of movement, for example in Mario 64 I find it thrilling controlling a character with a specific weight that you have to manage the momentum of without easy ways to change direction in the air. This is entirely personal preference though, so it's not something I would argue as being better in Spelunky than Rogue Legacy, just different. Spelunky feels very precise to me, just like Rogue Legacy, and I feel like the controls let me do exactly what I want to.