Hmm, this felt like a miss to me. Really feels like a work in progress that ran out of time (understandably, game jams are hard) as the game just felt incredibly dry and plain and just not fun to play. The idea of having to commit to certain movements and thus time it right to dodge obstacles is an alright concept, and playing the more difficult contracts where there are tons of different obstacles can lead to some fast-thinking improvisation, so the concept is not without merit. It's just that, without any sort of pizazz or sense of progression, it feels so boring and ultimately pointless.
My initial impression was really bad because I picked an easy contract (which I think is logical since I still didn't know how the game worked) that was absolutely, pathetically easy and devoid of any challenge. As said, picking a harder contract later on helped me see the game in a bit of a better light, but by then the damage was done (and even then, the game was just devoid of any exciting feedback or effects). Oh, and there were plenty of bullshit deaths were obstacles would be right where I initially spawn, so that didn't garner any faith in me for the game's construction.
Speaking of the contract system: not to backseat game dev, but I think it would most likely work a lot better if, instead of picking contracts where you can get stuck in a boring configuration for a long time like I did, you throw that away and just make the game be an endless mode that keeps ramping up the difficulty with each level you beat, and then you get a high score at the end: I feel like this would keep the novelty and pace up a lot more.