I actually kinda like the idea of a 3D platformer where the platforms don't have discernible outlines! It made me approach traversing the level with a different mindset. Manipulating the camera to best assess whether or not something was above or below me, and then enacting on my plan to jump up or down to the platform, felt pretty good.
One thing I'd advocate for doing if time is extremely limited during a gamejam would be to very quickly slap text at the top left of the screen that explicitly states the controls for the game. I'd imagine it'd take no time at all to do, and I think it improves the experience a lot when I don't have to look at the jam page itself for the controls. With that said, I hope y'all learned a lot about Godot during the jam!!
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