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I really like the art, music and looks like there is a good level design there, the concept of the devil chasing you definitely added a cool touch, kind of reminded me of the mario levels where the sun is chasing you for parts back in some of the NES/SNES titles. Excellent work under the deadline and it looks like you've flexed some game design and art muscle to get to this point, def. should be proud of it! 

I am new to jams and gamedev myself, I did a platformer for my last one and would have for this one but didn't think I could get it done in time (you did, well done!) When I did try one, I got some good advice from a veteran that I'll pay forward in case it helps you all. From what I understand a lot of devs avoid using the unity physics simulations and instead create your own jump physics. It is all a matter of taste, but a lot of prospective players will tell you your game is 'floaty' when it uses actual rigid body dynamics, realistic gravity and mass etc. Of course then what if you want a mechanic that requires realistic physics? I bet there is a way to have your cake and eat it too there but I'm not sure the nuances. I really like this video for describing some simple formulas for a DIY 2d platformer physics approach: 

then to build on that you have double jump, coyote jump, various tweaks on acceleration for running and in air, etc. that can all kind of be bundled into your 'movement mechanic' and there is still room for innovation with regards to how high, how fast or what have you. I noticed this game had wall jump but I had trouble (using a keyboard not gamepad) getting the wall jump to happen in time. 

So just in case you wanted to develop this one further or create a whole new game but have it be a platformer, those were just some things that I thought were helpful to know. Celeste, Ori, Mario, SMB etc. are deconstructed in various places too, but I found having someone give me the basics was more helpful than what some of these videos had to offer.