I totally get it. Sometimes we get so used to our own game it is easy to overlook things.
Now, addressing the stuff I said. For the dash, I think it is because of it being tied to mouse direction. While falling or running you have to constantly adjust its position to maintain a target direction, so I found myself not dashing towards where I wanted often. To be honest, I don't know how to fix this one. Most platformers feel much better to play on controlers, and I don't think your game would work if dash direction was tied to WASD or something. Maybe this can be remedied through more forgiving level design when it comes to precision platforming. For longer games, as the player gets used to the mechanics, you can throw sections that require gradually more precise player movement and input. Again, I'm very aware of the time constraints here, so don't take this advice as a serious critique of the game. Your entry is very good.
For the wall jumping, I think it was a combination of slowly slipping when I needed to stay put in tight spaces and sometimes autojumping right after landing on a wall. It kind of comes back to the forgiving level design thing.
I'm sorry if my original comment came out as excessively negative, it was not my intention. You guys did a great job here!