I don't know if 25 moves qualifies as a "miniature" -- usually that designation is reserved for games of 10 moves or less. You might also consider using the board-display feature in your post to display the game -- it's the little chessboard in the top left of the posting area.
Albin Counter-Gambit miniature

I am not a strong player. However, it seems to be that by move 13 the game is about level. Any advantage in development that white had at the beginning has dissipated and black has achieved approximate equality. After that there is not much in it. However, white blunders with 22. Re4, taking away the escape square for the knight on g5 and losing a piece. That black achieves equality is mainly because of 4. e3. I think 4. Nf3 is much better here and can keep white's advantage. 4. e3 opens up white to the following tactical exchange.
I recently played a game with the Albin Counter Gambit, following the ideas found in a GM video
I showed the game to a lot of strong players that disagreed with the analysis and said that black is actually losing 3 whole tempos in your variation. Can a strong player on chess.com look at this and tell me why black is better in this line?
[ECO "D08"] [Opening "QGD"] [Variation "Albin counter-gambit, Lasker trap"] [TimeControl "1200+0"] 1. d4 d5 2. c4 e5 3. dxe5 d4 4. e3 Bb4+ 5. Bd2 dxe3 6. fxe3 Qh4+ 7. g3 Qe4 8. Nf3 Qxe3+ 9. Qe2 Bxd2+ 10. Nbxd2 Qxe2+ 11. Bxe2 Nc6 12. Kf2 Nge7 13. Bd3 Bg4 14. h3 Bh5 15. g4 Bg6 16. Be4 O-O-O 17. Rad1 Bxe4 18. Nxe4 Ng6 19. e6 Rde8 20. Neg5 fxe6 21. Rhe1 e5 22. Re4 h6 23. Nf7 Rhf8 24. Nd6+ cxd6 25. Rxd6 Nh4 0-1