Thanks for the feedback!
I agree with you on the mixels. That'll be something I have the team be more intentional about on future jams.
When you say that some of the platforming felt strange, I'm curious what you mean by this. If you're referring to the lack of input buffer on dashing/shooting making it difficult to execute abilities in the intended direction, I completely agree and it's on the list to tackle for the polish build. If you're referring to how some of the metrics (distances where abilities feel good/natural) are off, I agree for a few parts though a couple are intentional for emotional effect. We'll polish up some of those in the final release.
When you say "the escape sequence level design is better/more traditional", I think what you're saying is that you liked how this sequence forced you to use all of your abilities in a more challenge-focused platforming gauntlet. If so, that would make sense. As this game is a story-first adventure game, not a traditional challenge-based platformer, the earlier sections of this game are designed to setup the story and build intrigue rather than give the player challenges to overcome. Additionally, I have to slowly ramp up to this mixed ability platforming as it's not possible / not fun until the player has spent enough time familiarizing themselves with each mechanic and the controls. Otherwise, people just find it difficult, overwhelming, confusing, and report it feeling messy. That's why I spent so much time playtesting each sequence with a variety of both experienced and inexperienced players, to make sure the difficulty was in line with AAA gaming standards while still being engaging for the kind of player this game is designed for.
Additionally, I'm acutely aware that by default no one cares about my game, so it's my job as a designer to hook people and keep them engaged through to the end of the experience. One way I strove to accomplish this was to keep pacing extremely varied. By focusing on unique gameplay moments (bucket puzzles, Seeker/Destroyer chase, narrative setpieces, escape room, etc.) rather than non-stop traditional platforming, I never give the player time to be bored. Granted, some of these sequences could use another pass (like the dark maze) before they're at a high level of quality.
Not trying to invalidate your experience, simply wanting to share some of the design thinking behind the final result. Thanks for playing!