Hmm, this was a bit of a rough one for me!
On one hand, I thought the mechanics in this game, in particular the 'pillar summon' were pretty unique and interesting, and overall it provided some decent endless runner gameplay that keeps things exciting by constantly escalating the stakes with new obstacles. Despite the frustration I was dealing with, the fast-paced nature of the game and the insta-respawns made retrying actually rather addictive! But speaking of frustration...
As alluded to, the game was a very frustrating, and more importantly, unfair feeling experience. Instead of trying to get good at the levels, it felt more like I was trying to get good at controlling the character at a basic level: so many random dropped inputs and wonkiness made me feel utterly confused and not knowing what the hell the game wanted out of me. To add insult to injury, even when I did somehow master the controls, the levels came down more to trial-and-error memorization as the obstacles just come way too fast due to a combination of the camera not seeing far ahead enough and the base speed being very high that there's no way to react on your first time.
It certainly could be a rather nice endless runner, and the difficulty could be considered as intentional to create a 'rage game', but I feel like challenging precision platformers or rage games only work if the controls are polished enough so that a player's failures feel like their own fault, and with this, that unfortunately wasn't the case. Perhaps if it wasn't constrained to a game jam time limit, this could've had a bit more polish to make everything work! Would like to see a better version of this as that pillar summon was rather memorable!