hmm, impressive for 3 days, I can tell you primarily an artist, (helpful input)
so for starters, you should have an alt button for charging, on the PC i noticed when I was at the edges of maps sometimes the input clips and the charging does random values. Secondly, the boarders for the the game can be off, for example, the area with first narrow area with the steel red bricks has an area you can "hang onto" that's off the map if you go out of bounds on the left sides, there's another one by the sheer cliff , there's also areas where you will "die" despite not actually being off the map, also, if you bouncing fast enough in the first "bounce box" to get up from the right side.
You can actually clip through the colliders and get stuck and you slowly glide out of the box and finally die, also, that "crutch" looking thing should have a dialog box explaining what it is cause I tried to figure out if it did something and then just gave up honestly.
Also, I get that because you made this in such a short period of time, you most likely just used triggers/colliders, and the build in rigidbody2d physics which I can think instantly explain a few of the bugs I came across and the "clunkiness" with some of the eular angles when you are aiming to launch left but somehow "grab" the right aside wall next to you, all understandable but, that removes a star from me tbh. because I can tell immediately 99% of the work was artistic and you were praying the physics engine would carry the game which leads to some very obvious issues for anyone looking for them. however, I can tell you put a lot of hours into it in the 3 days you did this. If this was a 1 month project or something and still had very obvious issues like I mentioned that could of been sorted through simply playtesting yourself I'd have to dock a few extra points, tbh honest, for WHAT it is, 4/5 which is huge but, I gotta dock ya the 0.5 cause of the physics and clipping issues. Decent game tho man and KEEP UP THE WORK! :)