Note: This feedback is for the web build of the game, as that was the version submitted to this jam.
My first impression of this game left me baffled. The page description has an entire list of things of what NOT to do in the game, and the game itself has a whole menu of options, with no clear indication of what I am "supposed" to do. "Arena", "Skills" and "Challenges"? I think I clicked on the tutorial level, but I'm not entirely sure.
What is the point of having all of these options in the game that don't work yet? I'm unfamiliar with how your project is structured, so forgive me if I'm wrong on this, but in Godot you should be able to disable button nodes easily by toggling the visibility off. It's fine for a demo to have limited features, but adding features that you are aware don't work and aren't implemented is very strange to me.
Anyways, onto to the game itself. A platformer with clones chasing you is an exciting concept, but the controls are what matter in a game like this. It sounds weird, but it felt like I was controlling a bag of pudding. There's a delay to jumping, the movement is somewhat arduous, and when I stop moving the character slides for a little bit. It doesn't feel good right now. I could kind of double jump by launching against a wall, but even that felt kind of hit or miss.
There's also some sort of red slowdown mechanic that seems really cool, but I never figured out what it's purpose is.
This web build feels too ambitious, like setting the cart before the horse.
My advice is to stop everything else and focus on the character movement. Fiddle with it, experiment, and keep tweaking until it feels fluid, responsive, and more fun to control. If you're already doing that in the playtest build, that's perfect.
Interesting dev fact: during development of Super Mario 64, most of that time was spent just on making Mario fun to control. Once Nintendo achieved that, then they built levels around Mario's toolkit. So keep at it, and good luck!
EDIT: I didn't even REALIZE there was a dash button! I figured out how to unlock it, and although using SHIFT is clunky, the dash itself is really fun. This is exactly the kind of experimentation I was looking for! You should make it a default part of the player's toolkit instead of making them unlock it, cause it's really good fun.