So normally I'd be much more willing to be harder on this game because it is a game that's made by a developer of a fantastic 2D Platformer. However, I'd also normally be softer on a game like this that is effectively a prototype made in a week. So I may find that my thoughts may balance out in the middle. I do also want to keep in mind that I'm not speaking as someone who's never touched game code before. I'm working on my own game, and while it is more action focused, platforming is still a major focus right after the combat. So I think I have a fair few ideas of how this could be improved realistically.
So first up, controls. The controls are pretty simple to get used to though this doesn't make the platforming easy. Basically on my controller (Referring to DualShock Mappings because that's what I'm used to but do keep in mind I used an XBox 360 Controller) the Triangle and X Buttons were what were used for jump, Square and Circle were the Dash, L1 and R1 were wall climb, and I'm not 100% certain what the triggers do since I only played for around 10 minutes. Now, the controls are not something I have an issue with necessarily. What I take more issue with is the way the dash works. You see, in the base Celeste game, it was an 8 way dash that you could use to go forward, back, up, down, and the diagonal directions between. In this game, you can dash in a circle along the horizontal axes but cannot actually dash upward. This isn't the biggest issue in the world necessarily but this does seem to be a common misunderstanding with translating 2D mechanics into 3D. If your character can dash in 8 directions in 2D, then in 3D what you need are the 6 directions for the XYZ dimensions and then all the diagonals in between to combine. Since Celeste is the very game that inspired my particular Dash in my own game, my solution would've been to have perhaps used the Square, Triangle, and Circle Buttons are different dashes. Like say Square dashes you in the direction your analog stick is pointing, then Circle dashes you upward, and Triangle dashes you downward. This could've been achieved by taking the basic dash code and just mapping it onto those buttons and modifying the directions. It might've required some additional testing but it could've been achieved in the allotted time so I think the explanation is that the devs didn't think of it. This could've been applied to minor extents to all the other movement modes that are present as well, though I do wonder if some of them would've broken as a result. Going under some hazards that only move side to side may have trivialized them, though if the movement was built first and hazards later, there's nothing stopping some of them from moving up and down as well as side to side.
Visuals are overall fine. When I look at a game that refers to itself as 64 I'm not necessarily expecting a game made for the N64, just a game that visually looks and possibly even plays like it could've been. I don't take stuff like that too literally, though I wonder if the devs perhaps did with the control layout. Though at least there is a decent freeroaming camera, though it does appear to have some flaws, with the far out top down perspective offering the best precision compared to something more like a side view. I don't necessarily believe a camera that self-corrects is better, though I did notice some self-correction took place at times. It is better than I think it could've been, though this causes me to ask questions about how to fix cameras in general because while the camera didn't help me as much as I would've liked, it did also stay out of the way for the most part. Jak & Daxter has what I'd consider the ideal 3D Platforming Camera so now I feel the need to revisit it to compare and find out why. If it's not the lack of self-correction, then what is it? I ask this more as a designer than as a reviewer. I'm not expecting the devs here to have thought about that, especially within only a week's worth of time.
Overall, I'd say definitely not the worst platforming experience I've ever had and for a platformer made in a week, I'd say it's overall pretty alright. If the devs want to go on to make a proper Celeste 3D, I'd say they have more than some devs do, they just need a bit more refinement.