Hey man! You asked me to play your game, and so I did. I came into it with very little expectations. The artstyle was charming albeit pretty crude, as though it had been drawn in crayon by a child, while the screenshots didn't seem to offer much in terms of variety. I'm glad I stuck through the game's three levels, though, because this is honestly pretty great. As someone who also excruciatingly made a 2D platformer game that centers around time troubles, I know that you know just how hard it is to convey the necessary information without burdening or overwhelming players. This game straddles the "info load"perfectly well, being that it is intuitive and easy to read which is especially important for fast-paced games (see: Pizza Tower and the Sonic franchise for examples). Examples of intuitive design in this game include the subtle way which this game teaches the wall jump mechanic, the secret key paths that unlock some faster route later on which feel neatly inspired and not just tacked on, even the way the intro cutscene clues players into the fact that they can damage boost off the purple spike to launch upwards into a secret key path! These are all convincing examples of a game that, while seemingly basic, actually features strong design fundamentals. I commend you for the great work you've put into making the level design as tight and understandable as it is. Even still, I have a few comments:
* For fast-paced games like this, it would be a wise idea to let players skip the intro cutscenes for each level. When you encourage your players to be in a mindset of "go! go! go!" you're going to want to let them be able to skip anything that could slow them down, unless it's something important, as it can be rather irritating and flow-breaking (especially when players die a lot, like I did).
* Consider using hit-stops for your game. Hit-stops are brief pauses after killing an enemy. They might be useful after a player does a running attack and get a speed boost, just to let them quickly get their bearings before being launched forward.
* Narratively, you should make clear who's who. I don't know who Jacarilo is, I don't know who "the mosquito" is, and for all I know, I haven't even seen a mosquito.
* Finally, and this one is smaller compared to the others, but your game might have a bit of a categorization issue. Are you sure this is a "racing" game? Not too big of a deal for a game jam, but when you're selling your game to the masses, you're going to want to find your right audience. You might want to think a bit more deeply about what you categorize your games moving forward.
That's all. Take these comments in good faith. You've done a great job; this is one of the best platformers I've played so far in the jam. Congrats on participating, and I wish you the best.