First off, I am a HUGE fan of KZ and bhopping and have a nearly 1k hours in Source games only on these kind of servers, and I also like a lot of other fast-paced movement platformers. The idea of this game fits the theme very well, although you could have made the goal also a door back to the hub to lean even more into the theme. A pause menu with basic settings like audio sliders, a back to hub button, and a field of view slider (which would also help with motion sickness and make the game feel faster) would be great additions. Before loading a scene from the hub, you could quickly fade to a white screen to hide freeze frames while loading. A quick reset bind on the R key, for example, could help reduce downtime while falling. You did a great job in making these places feel very big; by removing the floor and just replacing it with dense fog, you could double down on that feeling. At the moment, it's not very visible which platform will behave in which way; you could add slightly different colors or textures for the different kinds of platforms (falling, sliding...). A timer for each level and one for the overall time would give players a reason to keep playing and try to beat their personal best (could even implement a global leaderboard). I think the biggest thing holding this game back is its core player controller. Because it lacks the ability to air strafe, you really limit the possibilities in which players can choose to complete the level. It feels like you constantly need to hold yourself back from going faster because there is no satisfying way to slow down or to control the movement at really fast speeds. If you refine the controller to include proper momentum translation while bhopping and add air strafing, it would improve the overall feeling of the game by a lot. In general, it's a fun concept that is held back by the way the movement feels. Good starting point if you want to continue from here! Best of luck to you!