A parkour game is definitely an interesting and ambitious challenge for a game jam! Unfortunately it didn't really feel that great to play to me :( The biggest thing was the amount of time it took to slow down to a full stop. The acceleration felt okay, if a little long, but when that amount of time is applied to the deceleration, it makes you feel like you're walking on ice and don't have much control over the player character. But it also felt like there was something more than that about the deceleration that was throwing me off, and after some experimentation I realized that, when decelerating, the momentum always pushed you in the way you were looking, rather than retaining the direction you were going when you stopped moving, which made it extra unpredictable and difficult to manage. The frequency with which walls pulled you into a wall run also felt too aggressive to me. More often than not, when I was just trying to land on a platform I found myself getting pulled into a wall run. The checkpoints bugged me too. One problem was that they didn't save your mouse position and reset it back to what it was when you initially reached the checkpoint, making it very disorienting at times when getting sent back to a checkpoint, especially with the monochromatic walls and lack of decorations to serve as waystones of sorts. Another problem was that they seemed to have the tendency to respawn you right on the very edges of platforms, making it really easy to immediately walk off without jumping unless you look down and realize you need to step back a bit. An increase in FOV would be great too, as I felt like I was spinning around constantly trying to understand what was going on in my surroundings. Overall, I would say it's actually pretty impressive what you managed to accomplish here! However, I think a system like this that requires so much polishing and testing might just not be the best choice for a jam :/