Thank you for the feedback.
You are quite on point on what was rushed and what I did pour most of the time into. I spent around 5 of the days on making the character controller and the model for the character while I only had around a day to make the camera usable. I was away for aproximately the equivalent of 3 of the other days of the jam so that left me with 1 day to make a map and add a win condition.
The map only uses a voronoi texture generated by blender and to be honest, I know the visuals could have been a lot better if I had spent more time. And as for it's design I wasn't really inspired and I was running out of time so I tried to hack something together. I did try at first to guide the player with volumetric lights but those broke at certain angles so I scrapped them, then I saw the time ticking down and stopped putting lights all together.
The firefox issue only happened on itch.io and as far as I was told it may have been engine related so sadly I can't fix that. The linux version was compiled on Arch which I updated the same day of the deadline (and that did update glibc) so the issue was with my setup having compiled the game with a version that is way too bleeding edge for any normal distro, I apologise. As for the windows one I didnt have the time to test, I am also sorry about that one.
But I am glad you found the movement nice and the player model cute. Those were the parts I focused most on and I most proud of. I will probably revisit this in the future dedicating enough time and care for the rest of the game without the pressure of a gamejam.