For something that seems to me like the first (or one of the first) games that you have made, it is surprisingly playable, considering it's made only in 48 hours. However, while the basic idea seems solid (the rules change along with the emotions), the execution is buggy and unbalanced. You cannot swim while blue, you cannot exit lava while not red, green is useless as you don't need to be green to survive the gas, blue is useless as you don't need to be able to stop sliding on ice to get the question marks, etc. You would do the idea a better service if you fixed all of the bugs (including the overlapping music – although it could be interpreted as something belonging to a nightmare, it's annoying), made the graphics more consistent and "focused" (e.g. perhaps smaller tile size, less "unnecessary" colors, maybe try using only the emotion colors + black, only one font, player size same as the tile size, no scaled and blurry images), made the levels utilize the different emotion states better (maybe only allow progress with a certain color(s), find novel ways to test the player, etc.), and made the theme more clear (these are emotion changes, not just different power suits the character decides to wear).
Also, it was a bit frustrating to constantly wait for the correct color to make progress. I would make the changes predictable (I think that even with non-random changes the game would still fit the theme, as the changes are still out of the player's control) and much faster so as to allow the player to progress constantly. Another possibility is to make the environment reflect the character's inner state: e.g. water turns to lava whenever the character is experiencing strong feelings associated with the color red.
These are just my suggestions, but there are, of course, many other possibilities. Let me know if you decide to make a post-jam update with these considerations in mind. Anyways, good luck with your next project!