The most important thing first, the dog: One of the glitches we left in the game lets you pull a box backwards into a wall and appear on the other side of it when you let go. If you do that at the very start, and walk directly away from where you pop out at, you'll run into the pup. He does have a bark animation but his controller breaks after that and he will freeze forever, lol.
Thank you for the rest of your feedback! I definitely agree with everything you had to say, and I wish I had left myself time to execute on that level and playtest more to find the things that may not have been quite as obvious. Unfortunately, we were really ambitious and ended up scrapping half of our plans about 12 hours before submission, so that level was haphazardly cobbled together in a few hours just to showcase what mechanics we managed to get into the game. I will probably try to do a post-jam update myself, even if my partner isn't up to it, to fix the glaring issues, many of which you mentioned.
We had originally planned everything with four folks, brainstormed, picked potential genres, themes, experimented with toolkits, assets, universal mechanics, etc. Then we lost two of our team members right before the jam and didn't bother to adjust our ideas to accommodate, so we ended up way over-scoped. I swear I say this every jam, but next time, I am going to set scope requirements and MVP much more reasonably to make sure this doesn't happen again, lol.