I'm so glad you noticed the Rayman inspiration! I actually based it heavily on the time trials from Rayman Legends specifically, rather than Origins. Legends built those levels purely for speedrunning, whereas Origins mostly just added timers to levels you had already played without pressure. Actually, the first level is the only one that really captured that Origins vibe, since you kind of play through it twice.
I completely agree that the retry system needs to be way snappier (like skipping the cutscenes). I really wanted to add that, but I literally submitted the game with only 2 minutes left on the clock, lol!
You're also totally right about the loop exit feeling weird. I programmed it to time out the air movement, but the moment you touch the ground, it snaps back to your input direction. I knew Rayman didn't handle it like that, but I didn't have time to boot up the game and study their exact logic, so it ended up a bit janky.
As for getting stuck in the destructable wall (I assume you mean the one after the loop in level 3?), that's a funny bug. When Jacarilo goes through a loop, only the sprite rotates, but the hit detection stays locked to your directional input instead of following the sprite. It definitely shouldn't be like that, but again... ran out of time, lol! I definitely need to manage my pacing better for the next jam. Thank you so much for playing and for the amazing detailed feedback. I really appreciate it! :D