I want this to be a review/comment with the intention to help you polish this game up. Let me start with the things I like. I enjoy the premise and the work you put in to building the atmosphere. It helps sell the immersion and build an identity for the game. The amount of work you were able to put in is something to be proud of. I think the wall running is a neat idea, with the only issue there being the adhesion to the wall feels a bit weak with the player slipping only a second or two after sticking. It doesn't feel like there's much time to use the wall for distance and pushed me to wall hop and gave me a frenetic pace. The amount of bots in Lvl 2 was challenging, but if I didn't have my complaints, I think they would've been a welcome challenge. The game play loop of collecting data and delivering them is simple and paves the way to have unique platforming challenges.
The one real complaint I have is born from my inability to really understand how to use the Wall Gun. It feels like it's supposed to be a way to make player borne walls to facilitate more fluid wall running, but I never could understand how. The wall spawning in front of my face feels more like an obstacle. If I wanted to position the wall in a more advantageous position, I'd have to be angling my view down or flick my camera to the right to platform jump or extend my wall run respectively. That didn't come naturally and felt like I was more likely to kill my momentum or put a wall above my head. So I tried to pivot my usage and started to attempt to wall plant/bounce between my player created walls, but that only ever resulted in minimal height or incorrect placement and plummeting into the void. All that said, I want to offer some brain storm ideas for how you might take this wall gun idea and mold it (if you, of course, want to keep working on this project).
I think the best and easiest improvement would be to beef up the Wall Gun training room in the tutorial. Offer a small animation of a character using the wall gun properly, or change up the layout of that specific room in the tutorial. Something like a small gap, a bigger gap, and the biggest gap to the exit door. That style of room does offer immediate reinforcement with the player's mind with the trade off that it may be a sieve between players who understand the Wall Gun and a breaking point for those who don't. The animation may be the simplest and best fix. I'm not going to try and armchair dev you with ideas for how to replace the Wall Gun, but that can always be a last resort.
All my critique and feedback out of the way, I think you really should take away a feeling of pride from doing the game jam. I am amazed that you were able to do so much for this game in a game jam time frame, and even if I had my moments that spawned feedback notes, I was still excited to check this out. If you update this project in the future, I'll put it down on my list to have fun with down the line. Have fun and good luck!