Perhaps the hardest game I've looked at this jam so far. It took me the better part of the day to finally beat it, and I definitely admire the scale and the vision of what you made in a month!
The visual style is very striking and cool, but sometimes it's also hard to tell if what you're looking at is playable platforms or just decoration. I think it might help if the use of glowing blue was a bit more restrained throughout the level and overall colors had more obvious meanings, like platforms being one color, walls being another etc. I got quite stuck just after getting the wall jump and had to refer to your video to find the correct way to progress, as I kept trying to jump between two buildings that were very close together somewhere else (possibly an intended secret?).
Towards the end, I actually climbed the massive skyscraper first because I thought it was the intended way to drop down to the second-last target, only to find out I had to climb it all over again! Fortunately, on my second climb I discovered a bit of an "exploit" where you could climb a single wall almost endlessly by grappling upwards while backing away from the wall and holding glide, only needing to stop on a platform from time to time to reset your glide.
The enemies... honestly didn't feel like they contributed to the game much, especially the grounded "melee" robots. The floating drones were a bit more of a threat, though they felt more like a mild annoyance most of the time. Also, they often seem to bug out and start backing away from me endlessly until their shots can't reach me anymore. I think a melee attack that one-shots enemies could help the combat flow better, encouraging you to weave between their shots and get in close as opposed to plinking away from a distance. There could even be a mechanic where you bounce off of enemies to stay in the air longer!
Some of the abilities (mainly early ones) were a bit confusing or difficult to use. For instance, the dash from the wall hold continually moves your character forward over a period of time as opposed to giving you one burst of speed, which sometimes made it feel like I had to fight against the dash to stay on the platform I was trying to reach. Though I think my least favorite part was the sections where you had to wall jump between two walls, as I found the back-and-forth mouse flicking to be quite confusing and exhausting. On the other hand, I really liked the challenge of grappling into a wall run, it took some getting used to but was quite satisfying to pull off.
Also, it felt like some of the early checkpoints didn't always activate, which might be why some people thought there was no save system at all? I did also get sent all the way to the beginning after a game over a couple times. One particularly frustrating moment was just before the wall run powerup, where falling from one of the last sets of floating platforms would land me next to the second robot booth and saving a checkpoint there, essentially making me replay most of the game up until that point. Fortunately, those issues didn't seem to be present in the second part of the game.
While it might seem like I'm mostly complaining so far, I think the game actually nailed the "hard but barely doable" feeling for me, where I still had the motivation to push through despite the aforementioned issues. So, I guess you could say it was all part of the intended difficulty. However, I also understand why a lot of people might give up!
The game does get a lot more fun after you get the wall run and the grapple, and honestly I feel like much of the early game could have been cut completely. The beginning feels a bit slow and flat compared to the second part of the game, and it feels like some of the early powerups like the slide and the wall hold are never used again after you get better ones. However, I did enjoy the sense of the game becoming gradually more vertical as you progress.
All in all, a very ambitious game in a genre that's notoriously tough to pull off well. The controls and movement took a long time to get used to, but I did start to find enjoyment in the difficulty towards the end. Definitely a project that has a lot of potential to be an even bigger game with some polish!