I like the premise of an asymmetric puzzle game where each character has different abilities, but the gameplay could do with a few more polish.
For the controls, players of this genre usually expects Z to be the undo button instead of Q. And a "level reset" function is expected as well. The interaction with objects are a bit unclear. While the barrel is color-coded red for Marcus, the panels that only Cole can fix is in orange instead of blue, and the terminals that anyone can interact with is colored red. It is also not very clear if I am standing in the right position to interact with an object which a highlight could be handy for.
As for the part that I got really stuck on, it's the while characters cannot usually overlap with each other, they are expected to overlap in the exit of each level. I didn't know walking into each other was what I was suppose to do on the first level so I spend a while trying to get through that. Separate color-coded destination might be a better way to communicate that intent for players.
A couple other oddities that ain't game breaking: it's quite funny that Chloe can slip through 5 pixels gap in yellow but not 10 pixels gaps between pillars; And there is a level that only require Marcus alone to push a barrel quite late in game which would have been a better level to introduce Marcus's ability earlier. In fact having some levels to properly introduce character ability would make the gameplay smoother in general.
Nonetheless good job on the submission! If you do plan on updating the game post-jam I would be happy to playtest it too.