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Wonderfully fun as always! I really love when a game has a lot of complimentary elements that don't outshine the others, and this is a game I'd use as an example of that trait. The pixel art is appealing as always, and though I think there's a little work that could get into cleaning up some contrast and readability with the parallax bg, the style is cohesive, and compliments the movement. When there's a special movement, like gliding or diving or wallclinging, I can read it instantly, and that goes a long way in helping to build fluidity and familiarity. The movement is also super fun! I stumbled for a little bit, but once I got the rhythm of wall jumps and dashes, it was like I was swimming through air across levels! Once I got dashing, it was surprising how fast across the map I could go. I do wish the dash button could be switched to another button-- Q usually takes a ring finger away from what I use for W and S, and hitting the button repeatedly causes some pain and clumsiness, but that's my usual hand problems at work. F feels pretty natural under an index finger? I do think it could have used at least one open training area to really get a handle on each movement technique, the rooms could sometimes feel a little claustrophobic, and repositioning to a ledge meant flipping between rooms or bouncing off ceilings. If anything were a bit on the weak side, I'd say it's the overall level design, where each room feels very similar, I had to rely on the minimap to find paths, seeing a door/transition was a little hard with the black parallax. Increasing brightness makes the blacks brighter somehow, and telling what's a platform and what's BG can be a bit tricky in a pinch. I don't know how possble zooming out each level would be, but I do wonder if that would make each map feel a little more open. 
I found myself jamming out to the music a lot more than I thought I might for a gamejam platformer. The analogue-like intruments that are a little jazzy feel like a perky chiptune without sounding too beepy or like an alarm, which keeps the pace and tension up for the countdown. It's really listenable, which for a short gameplay loop, is paramount. I love the little dog/barky noises the character makes, it's super endearing and I want a plush of it already. I swear one of the questgivers said 'um actually' at one point too, and now I'm replaying it to see if I misheard it wrong? Which is just making me want to play it more! 

Y'all' should be proud with your work and results, and as always, it was tremendous fun to play, and I look foward to what comes out next from both Moe and RW! (And two others I have not met yet, hello!)
Hope you're doing well, and congrats once again on the gamejam! -Sloth