I downloaded this game some time ago but never got around to playing it until now. As such, I don't know if these critiques are in any way relevant to you currently, but I thought I'd share my thoughts regardless.
Firstly, I would like to say that while I enjoyed how the hover and the dash are linked to the same action/button, I wasn't a fan of how the only way to cancel a hover without dashing was to let it time out. Not only did it reduce the hover's utility as a tool to maximize air time (given that the player loses horizontal control while hovering), but it also reduced the moves' utility as gap cleansers due to how Ase would "sometimes" not dash because I let go just a second too late.
My suggestion would be to have the hover always transition to a dash when the player lets go of the button or times out, unless they press an additional input to cancel it, such as jumping or even crouching. That way you could keep the hover's fixed momentum trade-off without running into the aforementioned issues.
Secondly, it never felt right to me how magnet-jumping didn't reset your ability to dash/hover again. My intuition always told me it would, and I always had to consciously remind myself it wouldn't. Then again, one could argue that's just a me problem though, since I had no issue with magnet-punching not resetting my ability to jump again. Something to consider.
Thirdly, though perfectly understandable given the constraints of a game jam, I feel it was awkward how there were paths that required magnet-punching/jumping on enemies to proceed, only for them to not re-spawn if you messed up the jump. I admit, this last one is my pettiest point.