First of all, thank you so much for your detailed feedback! It's so valuable to me to have feedback from someone who made one of my favourite games from the game jam. <3
We spent a long time arguing about the 'tutorial' and how the game would teach players the mechanics. I always think that "press X to do Y" is a kind of boring or "lazy" way of teaching actions. However, not taking risks sometimes isn't the best approach. In this aspect, I think we could have done better. It's not just about adding a text label; we should have tried to think of a smarter way, so it may be our fault. I also think the second and third levels could be swapped in terms of difficulty.
Thanks for your comments on the character design, the 'perfect dodge' mechanic was one of my favourites too! :)
Regarding the appearing platform mechanics, we thought it would be cool if the shots from the P1 weren't the only way to kill the P2. A pressure plate connected to a platform would provide an alternative way, meaning you can't trust your past self this way aswell. But it's OK if you didn't find it enjoyable; I can see how it might be a bit tedious.
We would also like to implement more things to shoot. I totally agree with that. One of the first concepts we discarded was a door that could only be accessed by Player 1. However, we felt that this was a bit forced and could be replaced with something cooler, like a corridor full of enemies and explosives. This way, if the P2 tries to advance on this path, they will be caught in the crossfire. It's possible to avoid all the attacks by perfect-dodging, but it's clearly more difficult than the intended path. We wanted to create split paths without limiting the available options too much.
Regarding the story, we ran out of time creating more cutscenes, so it was easy to follow. I hope we'll do a better job of defining scopes in the next jams!
Thank you again for all your kind words — they mean a lot to us! :}