Just a couple thoughts from the artsy guy of the bunch. 
I think it’s really important to scope to what you think you can do in the timeframe you are comfortable with.
IMO - Design of the characters and (lesser extent) world is super important to gain attention to your friends game.
Along that train of thought, one of the most important things (excluding mechanics) for metroidvania/platformer games is the player character and the enemy characters.
Game play mechanics aside (because those will be driven by the type of platformer created) to separate your friends game from the crowd - the main character has to be kick-ass memorable and visually pleasing (story is part of this) and the enemy characters have to be visually pleasing, memorable and for bosses they really should be as cool and unique as they can be.
Relating to the classic originals, Metroids, Castlevanias, Marios, Mega-Mans, Zeldas, all those games have iconic main characters and just as iconic enemies, especially bosses.
This can also be related to in modern platformers - Shank, Bro-Force, Axiom Verge, Guacamelee, Ori, Odin Sphere - others.
With some quality characters, enemies and (of course) solid mechanics - I think that game - regardless of how long it is or how pretty the environment is - would be a fun play through for most any gamer.
Regarding the environment -
One thing I think is very rewarding to players in the original games (first series Metroid 1 & 2, Castlevania 1-4, Mario 1-4, Zelda 1-3) was the ever changing art palette.
In Metroid the further Samus progressed the more the game (environment) changed, and the same with Castlevania, each level was basically the same (same gameplay) but with different visuals.
I don’t know how manageable this could be for a lone wolf indie, however it’s an awesome thing to offer the players if you - ahem - your friend - could manage it.
I think creating a back end level editor (or finding a nice one that works well on the asset store) could really ease the work required for level creation, but - that still doesn’t ease the development required for the art that is needed.
For progression - Metroid is simply an awesome go to reference for how to build game progression in a set environment that doesn’t change.
First she finds the morphball that allows her to access a lot more areas of the levels. Other add-ons and unlocks that she recovers allows her to progress in the game. Same with Mario - and his tanuki suit, cape and yoshi. All these unlocks allow Mario to traverse other parts of the levels and progress further.
Castlevania is pretty linear, but it’s just the aesthetics, mechanics and story that make these awesome.
Zelda on the other hand could be considered one of the first open world games, really. You could go anywhere in the game - but if you went too far away of course you might run into some baddies that were too tough for you to handle. And you learned by playing how far you could go before you needed to turn back.
Mario is really kinda open world also - with the overworld map. Once you cleared a level - you could return there if desired, and sometimes required to gain access to other areas/hidden levels, once you were able to with a new mechanic.
Tell your friend good luck - and when he can - post wips here so he can get feedback on his works. 