alright so
i love the idea of having 2 narrators one being the dev that is wonderful and fits the theme, the flying ability bit is a funny bit, something i feel glados from portal would do
also the use of scripts and folders being rummaged was delightful
however the game (especially early on) is incredibly hard, partially due to level design but mostly due to controls
the level design: its actually not bad, and very creative at times, but could use some more forgiving obstacles, and probably could behave more predictably, like the falling files and spikes are hard to avoid sometimes and could get frustrating, maybe a small telegraph like letters from code lines fall out from when something is about to fall
the controls, for a 2d platformer that is focused on precise movements, like to bait the traps out, it itself needs to be more precise, so lowering the deceleration or making the player stop instantly could help
also i noticed the collisions acting a bit gittery, there is an option in unity's Collision box 2d called detection mode, and setting it from discrete to constant fixed that issue (it makes detections more frequent), i would recommend doing that for the player and the traps since they are moving fast
lastly the screenshake, it gives impact but having it trigger on every fall is too much, i would say make it trigger only on long fall lands instead of every landing
overall well done on the submission!