A fairly well jam entry on a technical level, surely. There is a simple system, minimal gameplay loop, good stuff for a couple days of jam. I did mistake assets for stock kind at first but they do have a charm.
But I did feel that I didn't really enjoy playing after a while. Rather, didn't enjoy moving, exploring. The simplest explanation would be to complain that the horizontal thrust don't allow you to tap quickly enough, making you wait and mash and wait and mash. From a bigger view of things, having read postmortem, it's because levels didn't have the right amount of air currents in right spots to make it interesting and sometimes it would send me to deliver package to the very very close destination where I was willing to go up or down all the way through map and was stuck just thrusting horizontally. But of course horizontal thrust, in a full would be project, would need to have a different feedback or mechanic limit to make it more obvious that it's more of an exception.
Talking of postmotern, it was only there I realized that the levels were randomly generated. At first I kept pushing, in hopes of increased difficulty that will challenge me to appreciate the core idea, as well as not to disappoint dev that I haven't finished the game before making an opinion. Then after level 5 I met a layout awfully similar to what I had in level 1 and I figured that, due to seeing no big changes, the game was simply looping between five levels like old arcade games. Having found out more about project, I think that in hindsight it should have had 3-4 hand-made levels show off the core intent better. After all, the generation was not needed as game doesn't have enough replaybality value and good generations would have taken too much time. Albeit it's, of course, good coding practice.
Main menu behaves a bit weirdly when using both keyboard arrows and mouse. Perhaps game should set the "current choice" for keyboard control to the line that mouse had hovered over. But of course it's fine for a jam jam.
I also was not aware that game had dynamic music system, haven't noticed, having read postmotern. Perhaps dying was too rare. I can agree with composer that music was a bit too static. A level with simple color overlay to make it look like a dawn and some more mellow melody could break it apart, perhaps something cheap in workflow. Maybe. But of course it's merely a jam contribution.
On a cute side, I, for some reason, really liked how the vertical gauges on HUD looked, especially the second one, for vertical movement. The bubble in the middle made me a bit of nostalgic at gauges and tools that I would find at dad's room, ha. The game was polished for what it is and time being too.