Great presentation and excellent scope for a jam! The hit boxes need to be fairer, or even preferably unfair in favour of the player - just like it's common to add coyote time and input buffering to platformers, so too should enemies/obstacles have smaller hitboxes than it looks like they should. These hitboxes were larger than they should be (I'm guessing rectangle colliders for triangle spikes, in which case I would at least make them tall and skinny hitboxes rather than tile-size hitboxes).
Having the slow motion be an unlimited resource allows the player to modulate their own difficulty, which is nice, especially for a jam project where the play time is low. Great entry!