The click and drag hurts my wrist bit because of the camera sensitivity, and it's nigh unplayable while in fullscreen because right clicking the window highlights everything in this pallid blue colour. The platforming's a little tricky too because of how looking around works.
My comment on the art direction is usually in 3D platformers it really helps the player if the player shadow is directly under them. That way, if they're trying to view the player character from the side, they can see whether they're over certain terrain or hazards. I also think the models are a little flat in colour, egregiously so with the pebbles. They cast such a big shadow, but if you look at the area behind them that's supposed to be dark it's the same colour as everything else. This actually might be why the game was difficult for me when viewing top-down, because the pebbles dont have shadows on them they're sorta like a homogenous blob moving about and I don't get a sense of depth or distance from the pebble. One section was especially tricky because I could not tell if the pebble was above or below me. But I suppose that's why you can move the camera around, which would be fine if, again, moving the camera around wasn't such a pain. Skill issue on my part, likely.
Anyway, funny idea. Decent execution. It didn't really have a 'real' ending, but that's fine. It is in the nature of a jam that we can't always finish what we create. So in case you decide to revisit this post-jam, I look forward to seeing your game improve!
For a second I thought the jetpack was made out of cucumbers--probably because of how it's coloured, idk? I had an idea that I thought would be funny as an excuse as to why reaching the jetpack just unceremoniously teleports you back to the first checkpoint. What if the jetpack was made of cucumbers, and that *oofs* the Chattino and that's why they reset to the start. I dunno, food for thought XD
Good work and congrats on the submission though! I still had fun all things considered :P