Well, didn't read your comment about the ontime version being impossible. But firstly, that's not true (it is possible, because I beat it), and secondly, because that's the version I played, that's the one I'm commenting on here.
So this had the potential to be one of my favorite games in the jam, but there were definitely some design decisions that were very questionable. Clearly it seems like that was because of a lack of time, but I'll outline them briefly.
What is with the very first screen? It's literally superhard for no good reason. And is "You're" really mispelled as "Your"? Oh well, maybe it's a cheeky reference to spelling errors in old games. OK whatever, just press R then hold right, cool. OK, so now there's a split path. Take a right, and the hammer throwing enemy will mercilessly block your path. I couldn't even get past this guy, so I reset and took the left path. OK, now the game gets good. It's cool, everything is going well, the graphics look good, the controls work well, the game feel is great, and the whole thing is very fun. Until you get down to a dozen or so of these cats left. You realize you can get through a wall of breakable blocks by dashing into it. Hmm, that's an unexplained mechanic... What other unexplained mechanics are there? There was a wall jumping cat earlier, was it trying to teach me how to wall jump Super Metroid style? Hmm, that doesn't seem like it works... is it just really hard to wall jump?
Dashing around a bit, I realized the dash ability also greatly increased your jump height. AHA! So I can get back up these walls. I try every place I can though, and I'm just not high enough. The leftmost room with the two blocks and axe throwing kitten above though, I come really close. Maybe it is possible here? I give this a few tries before realizing if you jump before dashing off the platform, you can use your double jump in midair. OK, this seems possible now. In fact, there are two ways up here. One is to get the timing just right and the jump height just right in order to jump up to the platform above, or you can get hit by the kitten's axe and you'll respawn above. OK! Sequence breaking, cool. It has to be unintended, although I can't for the life of me figure out the intended way up (little did I know it wasn't possible in the intended way).
Anyway, I played for a bit more, the room before the bat was brutal because of the axe throwing cat (so many deaths...), but hey, this bat upgrade will surely help me get anywhere. And, hey, why am I getting this super jump ability when I already have the bat ability? And why was I supposed to have wall jump in order to get wall jump? Oh well, let's just go through these buzzsaw rooms with the bat. Oh, it's absolutely relentlessly brutal. OK, whatever, it took a while, so let's just get these last two dogs and win...hey wait, hold up, am I stuck in a wall? It turns out there was a misalignment at the topmost room and I got stuck in the wall. There was no way out, so I had to reset.
So, again I go, sequence breaking, getting past brutal axes, finding all 25 (hey wait, there was one I didn't get, why am I down to 0 already? And, oh the game's over and it quits out and I can't go for 100%. Hmm...OK. Well, I'll just play the whole game again just to see if I missed anything. Oh ok, there's just 27 total kittens. You don't even have to go through the buzzsaw room if you don't want to. Alright.
OK, anyway, great game. I made a Metroidvania last year so I totally understand that these games are massive with many working parts and you have to get everything done as a priority or else the game won't work at all. I hope the other post-jam version fixes these issues and stuff.