It's a fun and enjoyable game and I like the detail of the camera being physics based, it just might need to be toned down a bit. Beside that it was pretty nice!
edit:
forgot to say this, but the music was nice, I liked it :D
It was a little bit hard to understand what I was supposed to do until I watched the gameplay video and there isn't enough collision around the edges, it was really easy to walk through the gaps in walls or pogo off the ground out of bounds. Since there's no restart button, I just had to reload the page to get the game working again. I think that the game needs more polish and sign-posting and then it could be a great game, it's just a little bit hard to understand what I'm supposed to do right now
The game looks really cool, however if I had to give a bit of criticism, I think that it takes too long for the pinballs to start counting down then explode.
Based upon where I was getting lag-spikes, My guess is that was due to shader compilation. Basically whenever games render shaders, the engine needs to figure out how to render it and then cache it to a file. I was getting a spike during the first times it loaded a particle which, since particles are shaders, lines up with shader compilation issues. It's a pretty hard lag spike to fix because Godot needs to cache it to a file so every time it runs the shader it will be faster. If your game has loading screens then you can hide the particles behind a black screen but otherwise it's just a tricky bug to deal with.
The music was quite deafeningly loud. Even after taking out my earbuds I could still hear the game with my computer at a reasonable volume. The shader didn't really add much to the game and made stuff hard to read and some of the attacks felt unfair, but once I got over that it was fun to play. I just had to ram into the toe to stub it.
I only had one enemy in the game, but in the future I'd want to add a sort of "heavy" enemy that poses significant risk and maybe putting it in a level without much so it becomes a decision of get enough time off killing enemies and avoid it or pick a fight for a ton of extra time.
A lot of the level design was drawn out on paper with the idea of "what could pose for an interesting decision". I never had any intended solution to the levels because the main point of speedruning this game is finding your own route you like.
My goal was to try and make beating the game really tight, but eventually I decided I should make the game more accessible to random people playing it in the jam so it became moderately difficult to beat, and it's rare that I get S rank in a run. I think that if this game has any sort of modern success in the jam, I might clean it up a little, add more content, put it on vcs because I forgot to set that up.