I feel like this was an super ambitious project. The lowpoly artstyle and the futuristic design is super cool to look at. Actually I followed you since the first time I saw a blogpost with screenshots. The world also seems to be big and diverse even.
However the game fell flat for me on several different aspects. First off the sound design isn't anything to write home about. While the foot-steps feel and sound weighty, repeatingly listening to mechanic CLUNK CLUNK CLUNKs is stressing over time, especially combined with the obnoxious jumpnoise.
First thing I did in the game was to reverse the horizontal camera-axis, so thanks for having that as an option. Would've been great to have that ingame and not soley on the titlescreen. Although there was more trouble with the camera. Having it follow the player direction isn't a bad idea per say, but the way it was implemented felt very twitchy and often made me lose direction/focus. Although I appreciate the work which was put into the camera-controls, because I noticed some of the fancy camera works like the over-the-shoulder angle, while rotating.
The Jumping however was what stopped the game for me. I see that it's THE gamemechanic of the game, however it wasn't very fun. The jump is short and fast, there's hardly room to maneuver. Combine that with a level design where you have to do pinpoint jumps from the get-go and it gets frustrating very fast.
The games strongest points to me are the visual direction and the animation and holy moly, kudos to whoever made the animations. Doing 3D-animation is time consuming and hard, producing them for a gamejam is sth. I tip my hat to. Also the wiggly snake like additions to the character look neat!
I felt like you/your team lacks a little experience in the time-management/priority-setting department. As the game would've benefited from doing level design and mechanics design first and later polishing the visuals.
Cheers~