This is a good example of why I always separate geometry from visuals. The geometry in this game is annoyingly fiddly. For example, I wouldn't expect to have to jump to get on the sidewalk from a crosswalk. Other than that it bugged on the tutorial screen, so I had to exit and go back in. I also think a game that's this in-your-face about the speed and timer really should have better indications of where to go. On the first stage it felt like both direction were a dead end because there was no indication that I was supposed to already be thinking about how to get around obstacle. Then on the second stage I went in all three directions and found only dead ends.
EDIT: I was told to try to be more clear and look for phrasing in my comments that could be misunderstood. Let me clarify that by "separate geometry from visuals" I didn't mean that in any value sense. I mean literally in code, whenever I can I try to separate the two. I don't know how easy or hard that is in Godot, though, but in the case of level geometry some way of smoothing jagged bits or rendering things as just visual detail is usually a good idea.