Great game! Probably the game in the jam I enjoyed the most (among those I have played) and certainly the game I've spent the most time on! Great animations, sound, theme, lore, fast-paced because of the "fog", the possibility to manipulate the enemies to trigger the buttons for you, and more! I would love to try to speedrun a complete version of it! You immediately understand that it is an excellent basis for a complete game and you did already a lot of work!
I spent quite a lot of time play-testing it (it wasn't easy because of the fog) and I did notice basically no big problems, here are my observation (I excluded stuff already commented by other users and you) (probably not so valuable because the game runs really great):
- The game run smoothly, I played without closing the window for a quite long time and I did not notice any performance issue -> so congrats! no (at least major) memory leaks XD!
- (probable you already noticed it) Button triggering and consequent “gate“ opening are sometimes inconsistent: grabbing a wall near a button triggers button animation but not gate opening, or the button animation in the level with the "double gate" is triggered from far away (from underneath while wall jumping); maybe because the wall grabbing state the upside-down button sometimes seems to be triggered in the correct way but the gate does not open
- Sometimes after death, the play button doesn't work immediately (cannot understand when it happens)
- Sometimes I died but I didn't understand why: enemies were quite far away, no fog (it happened twice too quickly to give you some more info)
- Sometimes the last "not hopping enemy" placed in the bottom-left corner (of the room with 3 consecutive of these enemies) did not follow me (seems not to be related to the x-axis position on the floor where the player lands)
- (probably only a personal opinion) the "hopping enemies" seem to have a big (or offset) collision box in the top direction (not on the side) or maybe during their jump animation
- (personal opinion): If you go quite fast, the "fog" became basically irrelevant (maybe it can be added a maximum distance between the player and "fog")
- (personal opinion) a bit frustrating: you run away from a hopping enemy, you trigger a transition room, the enemy stops super-near the start of that room -> basically now you have no way to pass it (enemy is still there and you have to trigger room transition)
(sorry for the terrible English and the lengthy but quite weak observations)
Keep up the great job!