As someone who isn't overly fond of platformers I still have to admit this is pretty damn cool.
First of all I love how selecting buttons in the menus produce different musical notes, it almost reminds me of the main menu screen in Sly 2: Band of Thieves. Just generally the sound and music was good.
The scripted opening level is something I haven't really seen in any other platformer I've played on itch. It does a nice job of introducing the movement and basic interaction mechanics in the game, and I like how you allow the player to speak to the NPC again for more clarification. I admit I got stuck at one point where I didn't realize I could flip the direction the cargo launchers would face, and ended up launching the NPC backwards, along with myself. This actually had the weird bug of there being two NPC sprites, one floating in the air after being launched, and another hovering in the death pit next to the launcher. Both of them were stuck in their running animation loop.
I did eventually get past that part, but another issue I encountered was if I kept launch a crate up with me then on the third ledge I would land on top of the launch crate. The NPC would be standing immediately to the left of the crate. And if I tried to move left even slightly to try and drop down to push the crate further, I would end up gliding over the NPC and fall to my death. I'm not sure if the acceleration is so high where its impossible to drop down that short a distance, or if the NPC's collider gets in the way. In any case it happened 3 times before I managed to skip moving a crate up with me.
Another small bug is near the end of that map, the door to exit out of the area just didn't appear for some reason. I was able to progress and make it to the end of the chapter, the text bubble "To: The Rooftops" or something like that popped up and I was able to move through it. But I never saw a door at the end there.
From reading the devlog and having had no shortage of AI headaches myself I can only imagine how many hours were spent trying to get the NPC to correctly wait for the player and follow paths. But aside from the issues I mentioned above I didn't encounter anything really weird.
I liked the artstyle, and the colour palette gives it a nice cool dystopia feel. And the orange sky with the silhouette of the skyline looks phenomenal!
I also really like some of the mechanics you're going for the in the demo level. The smashing glass, the guns and enemy types, and the little particle effects looked good too. In fact I actually saw one in a freeze frame when the game crashed. I was shooting at an enemy and killed him, and it seems like when another enemy approached me from the left at the same time I shot a door the game froze, and then I had to kill it with Alt+F4. From reading the devlog though it seems like once you give your code another refactoring pass you should be able to find that one problem while loop.
Sadly I didn't get to try out everything, but I liked what I saw and from what I read in the devlog it seems like it'll become even better! My entry this jam is also planned to be a multi-year project, so you have my admiration for sticking with the project for 5 years. Hopefully I'll see an updated version of this game in a future jam. Its a shame this hasn't gotten more rating so far.
Awesome work!