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The plot is funny, but that's all that I liked about the game. The camera was placed in such a way, that you can't even see the platforms you're jumping on, for example the backtrack from the blue button, you can't even see where the first platform is. The movement feels weird, first the entire evil lair is covered in baby oil, making it almost impossible to correct yourself when jumping on the tight platforms, second there is no momentum, you just switch the direction of all of your speed and fly back into the laser while trying to correct your trajectory. There are no indicators of what you have to expect ahead, making it either a guessing game, or a frustrating walk from the checkpoint. It is fun to die to a hard platformer section, but it isn't fun to die because of a laser wall you saw last second and died trying to avoid it.

I really like the idea and I'm all for the hard platformers, but in order to have fun you gotta make it fair.

Thanks for playing the game and also for the fair criticism! In regards to the camera issues, the camera actually moves to the side of the screen you're facing to reveal what's ahead, albeit a bit slowly. That's also the case for the first platform when backtracking from the blue button: you can see the platform if you wait a little bit. I do think I could have made the camera adjust faster, but I didn't want it to yank to the other side of the screen when trying to course correct a jump.

And while it is true that you at times don't know what obstacles are ahead of you, you end up learning the existence of that obstacle by encountering and often dying to it immediately afterwards. The slippery controls are meant to push the player towards fast play where, after learning the obstacles in the segment they're at, they can rush through it, only stopping if they have to wait for a laser. The countdown of 10 minutes is meant to give them the neceassry time to attempt sections multiple times until they manage to get through it, though I can't definitively say whether or not I should have given more time as I didn't have anyone to playtest the game.

 I completely understand that that can be frustrating and/or unintuitive, I'm just trying to explain why I made the game that way.