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.