Really great game! Love the movement! I'm not good at the game, but the few times I got into a good flow state were quite satisfying. I like the quirky sound effects for bouncing off walls. I also like the dark purple/pink/black color scheme of the visuals. This combined with the style of the player character gives it a strange mix of moody but also quirky that just works. The use of hit stop for hitting things like the crates was a nice touch to make the game feel more satisfying.
I think it is difficult to react to things in time. Perhaps the level design would need to be more spaced out to accommodate the player character's speed? I also didn't care for using WASD + Shift, but using Joy2Key to rebind to a controller helped me.
Does this game have coyote time? It seemed like sometimes my jumps didn't register by the edges. Wasn't sure if its bad timing on my end or strict/no coyote time.
I'm curious about the decision to not ricochet off walls when grounded (and not holding S). I don't know why but I keep expecting to be able to bounce off walls even if I wasn't airborne or holding down. It always felt awkward to come to a stop in this way. I do wonder if it would be more intuitive to design it the other way instead? Having the player ricochet off walls regardless if grounded or holding down. Hard to say for sure without testing it myself.
The stealth section was interesting but seems like you may have ran out of time to work on it some more. It did seem out of place in a game which expects you to have movement flow and quick reactions. Now the player is expected to stop, hide, and wait for this enemy. Maybe you could tweak it in a way that suits this type of game better. Like maybe you get chased if caught and you have to use quick movement to get away from the enemy in time. Just one idea.
Overall, nice game! It seems like it loops at the end? So I think I technically beat it. Impressive work for one week!