For example, the overcharged sentinel boss fight has an intended dodge for the wave (use the reverser) that is more clunky than jumping over it, but doing that likely lands you in the sentinel's spear, coupled with a small arena and similarly annoying enemies; making it a very fun. fight.
Additionally coupled, you have an utterly weak attack range, it's very common that I run into the enemies while attacking them.
A good example of the platforming issues are within the red button puzzle.
The (I think?) intended option is to use dashes liberally, but you often overdash and stick to the wall, meaning this puzzle (to me) is impossible.
The level design and controls are unaccommodating for each other, I can use the latter to clamber the former while the former isn't made for the latter.