Holy moly, first of all I fully welcome the review and I gotta say, THANK YOU SO MUCH, I really appreciate how much time you've spent writing and I appreciate that you probably put a lot of thought in writing it out in a nice way but still with the feedback.
So I'll try and reply to your comment following yours in order
So first, I hope I truly helped with my feedback on your game! Scope is indeed an issue I faced but perfectionism is a problem that I no longer deal with, it was my prior years of gamedev that it affected me (letting go of it was how I did this jam :D)
Glad you enjoyed the music! It's something I really enjoy despite still being somewhat new to it, hope to improve!
Sorry about the settings being tucked away, I decided I had no time for a start menu (may have not been the best idea, idk why I did this since the pause menu has all the same features really...but hindsight is 20/20). Personally I've wondered that of all the reviews of my game if people would have had a WAY easier time had they used the visualization or if I had just made a way better visualization, wall clipping is indeed the biggest bug of the game that I'll try and fix if I do a small update, I do see what you mean by the coyote time idea, I have a different solution in mind but that is very helpful!
I agree switches served zero purpose other than to slow down the player a little and get them looking around a bit, maybe the looking around does help to look for shortcuts maybe but that's a BIG maybe, I still personally like the launch pad (blue/purple arrows) as they just made me happy to use but I see what you mean, I think I'd have to change them a bit but the idea could work!
yeah the sand I fumbled hard, I just completely forgot to mention it at all in game, and having the bar turn yellow or red if it gets close would help (or something similar as you said, maybe showing that it's increasing in speed idk), I'd have to tweak it far better when reworking difficulty or adding checkpoints (I might make a checkpointless version of the level the "hard mode" (so the current game)).
I wasn't trying to make a rage game lol, for me the game is easy as heck, I was hardly looking at the screen when sleep deprived at 2 am and I was blasting through so I really did not gauge difficulty for others well, I really gotta do better on that for next jam , I was expecting people to be looping over and over lol, not quite XD
The "brutalist" art was very much a joke cause I just rushed art so hard and had no time to texture well, the cat has made at the start of the project when I planned the game to be a horror game (yeah bit of a shift) so it's a much different vibe, the pixel art vines were just a last minute, "I just want something interesting looking in the game" and may have not fit too well. A proper font would've been nice, I'll take a look at some jam games to see how to credit fonts correctly (big reason I didn't use one)
I'm sure this would be a good 2D game but this is one part I disagree with, skips and exploits are a huge part of the game, the level is designed in a way to be able to at least attempt skips, I don't think that would be as possible in 2D.
In conclusion thank you very much for the detailed comment, even though when I initially saw the size of it I saw a health bar appear above me and bloodborne music started playing, I can't thank you enough for the time you spent on the feedback, I'll look over it if I update this game or ever want to turn it into a full release (Will need a huge amount of work though lol)! THANK YOU!