A lucky run got me to 250m. Wasn't sure how fast is enough to break walls, but the shoot-to-move mechanic is well-implemented.
Fits more to the "dual purpose" theme from the first jam than the one this year. The level has randomness but i don't see any interesting ways to interact with the randomness other than "being in it". The dice being the player makes me think a bit about the geometry a bit, but most of what it did was to tell me how many bullets (or jumps) are left.
Reading the comments, I originally thought I could shoot the platforms with my gun (but risk going backward instead of forward), so i was surprised to see that it is not the case. The gun is full-on a jetpack.
Theme aside, i think the gun can do a bit more roles, say, it may help collect ammo by shooting crates or something.
Oh also, I observed that whenever i am out of ammo, i would secretly wish my character would slide just a bit further, so tuning the friction to very very low (proly 0 isn't that bad) would be an interesting addition to the game experience. It would also help with planning my next shot by giving a predictable slide path.
Oh yes, i see that shooting the gun applies an impulse to the player. This is very accurate in the physics simulation, however, i think directly setting the velocity would make it a much more gamey experience, since as a player, whenever I click the button, i expect it to go where i point at, but sometimes my character would boost so little, that i cannot save it from a fall. I can also imagine my suggestion to not work, since it may make the game become far too predictable and the player can just "air-dash" everywhere until they get the next bullet stack. Do take this paragraph with a pinch of salt.