Some of the controls are a bit unintuitive and I think that hinders the game a little bit; I was stuck for a while before I realized pressing E mid-air on the square triggers would swap between red/blue, for example. And it took a long time before I realized that the springboard enemies only jump when you do. I think that is a great mechanic, but I spent quite a while thinking they behaved randomly and getting a little frustrated, haha.
There were also quite a few bugs, including a game-breaking one that prevented me beating the first level. Some of them were mild (like the camera not following the player off-screen sometimes, and requiring the player to backtrack and then leave the zone again for camera to follow). But at one point, I had a bug where any time the player was on the ground, the springboard enemies would totally despawn. And upon jumping, the enemies would briefly spawn again, but then they were unusable since they'd despawn immediately upon landing. I assume it was a bug, I dunno, maybe it was just a puzzle I didn't understand.
It seems like there is a lot of levels (though I couldn't beat the first one, so idk). I think if the scope had been lowered (say, 1 or 2 levels) and that excess time spent on polishing or bugfixing, this game would have some really good potential.
The music stands out as probably the best part of the game, great job to your composer. And great job on the UI/UX, the pause menu and various options and such were better than a lot of games in this jam - kudos to whomever implemented those systems. (Also I got to listen to the other songs despite not making it to those levels, that was really nice)