I really like your vision here, and it's always great to see a platformer! That said, the controls were very difficult to master. I spent quite some time thinking that shift made you run, instead of just kind of ghost-fly. Additionally, the timing on some of the puzzles had to be razor accurate, which might be mitigated by having save points before them. For a nine-day jam this is a solid start.
I also appreciate the time you took to implement models which look like they're using shape keys for their animation.