When I open your project at precise pixel resolution and play it on my screen (a 27" tft IPS panel at 2540x1440 pixels) the black and white pixel grid texture turns a fuzzy gray, and thin white lines turn down a notch in brightness too when the screen scrolls.
The black thin lines in the right wall texture become fatter during scrolling (depending on the direction scrolled, either the horizontal or the vertical ones).
The gray blocks are affected also, and seemingly change luminosity too.
This has nothing to do with Moiré patterns: for a TFT screen it is a technical limitation, because alternating between (switching) full white and full black pixels is the worst case scenario for most TFT screens.
It just can't keep up. Even at twice the zoom factor the walls are still being affected by this technical limitation (on my screen).
In the old 8-bit CRT TV days this wasn't an issue. And dithering patterns were used to simulate extra colors, because the maximum number of colors on-screen was extremely limited and CRTs (TVs in particular) produced blurry pixels, blending and melting combos of pixel arrays in creative ways.
Shovel Knight and Hotline Miami have colored pixel art graphics, so it does not affect those games visibly.
Your black and white pixel art is a worst case scenario. You must avoid thin lines, pixel patterns such as the ones which you use, but even then you may still experience unwanted visual changes in apparent luminosity while moving or scrolling.
One option is to replace dither patterns with grayscale tints. Or accept it the way it is. It will be worse or better depending on the screen on which your game is displayed. Or reduce overall contrast.
This, btw, is also the reason why many web pages display text as #333 and not pure #000. It reduces black text on white flickering.