Wow, thank you so much for the kind words and encouragement and the feedback!
You're definitely right about the game dipping a bit too much into precision platforming. I wanted to fuse a puzzle style game with platforming but it's a bit too tight in a few of the cases. It's really hard to figure out what is too much, although I can definitely point out the first time you encounter the rocket-blaster shooting towards you. That jump was really difficult for my wife and I think I should've tweaked it just based on that. She's not a gamer but even for me it wasn't easy to get past that.
Another problem I found showing it to friends who are more experienced gamers was that many of them didn't think of the levels as a puzzle to be solved and instead tried to pixel-perfect jump around. I think the physics of the game encourage this a bit too much which becomes really frustrating quickly as the box-pickup range is huge. I really like the physics feel so I was thinking I need to do a better job at introducing the puzzle aspect of the game earlier so that it's absolutely clear you get through the levels mostly by solving a problem instead of jumping and timing perfectly.
I'm really proud of the puzzles I came up with from the single mechanic of joining with a box. Initially when I had this idea I dismissed it because I didn't see puzzles but I came back to it and found there's actually a lot to explore with it. My goal is to continue developing this throughout the year.
Lastly, this was my 3rd ever jam - the first time I used Godot / a game engine so it took me a bit longer than it could have to get things going. If I could do it again, I would budget time a bit better, I think I lost a good 3-4h doing nothing at all after I had the basic prototype ready. Sounds are sorely missed but I have some really cool music from a friend lined up!
Thank you again for taking so much time to not only play, but also critique and outline your thoughts clearly! I really really appreciate it!