This game just oozes with personality, and controls quite nicely too! Timing your getup after a dive to maintain speed is satisfying, sort of like timing consecutive long jumps in a Mario game.
It is sometimes unclear where to go, and even with the drop shadow, depth perception can be an issue, but I was able to adjust and traverse rather confidently by the end of the demo. The changes in scenery, music and controls made each level a joy to run through.
I am curious as to how levels are made, are they constructed in Godot's 3D editor for collisions, and then have 2D tiles placed to match?