The first think that struck me about this game is how disorientating it is, right now I feel quite dizzy just from playing for 5 minutes. I think this comes down to a number of things.
Firstly, early on there's bunch of very short quickly beaten "levels" which combined with the panning camera become incredibly nauseating.
Second is the very floaty controls. I never really felt in control of the character, probably due to how much momentum is carried and how floaty the game is. What I do like is how some of the challenges do make good use of the momentum and I can certainly see why you went this direction in order to aid the jetpack. However, as is, intentional or not, it still doesn't feel quite right and when mixed with the scrolling camera it's easy to see how this game becomes headache inducing. Perhaps having zoomed out non scrolling levels could fix this.
Edit: Does the camera also pan behind rather than lock to the player just in general? I think this is probably a really strong reason for why it feels so vomit-y.
I think third is the very "in your face" music without any sound effects. Sound effects provide feedback for the player so without them its very easy to become semi-disconnected which I think may be part of the reason the controls don't feel quite right. Also, could really do with a mute button to click. If you're not sure on how to approach sound effects, perhaps check out BFXR, it's a free software that basically generates sound effects for you so you can just choose the best and mess around with their settings. It's a very basic software but I think for this kind of game it could work.
Couple of other points. The wall jump doesn't need to be there and more to the point, I think the games much worse because of it. First comes hitting a wall, as soon as I hit a wall I'm flipped around. This can be incredibly awkward if I'm trying to use a wall to position myself or just clip a wall and then BAM, zooming off into spikes. This is made worse by the fact that I can't really tell which way I'm facing at a glance. Then there's the jump itself. Too many times would I attempt to jetpack upwards before being launched into spikes behind me. You have a dash and a jetpack so I really don't see the point of the wall jump other than to screw me over for touching a wall. I'm curious to hear why you added it. Perhaps if you plan on keeping it at least have the player need to be holding a directional button against the wall.
The other thing that I find confusing is the level structure. Each segment is clearly it's own thing so I don't see why they're all part of the same level. Not only does this create the scrolling nausea, it also makes the ranking system confusing to track as I only see my results at the end (I think? I may have missed something with the checkpoints cos I felt a bit out of it).
My final point is there doesn't seem to be any difference in the areas. Would have been nice to see some more variety.
Also minor nitpick, having R reset you would be super helpful.
All in all, whilst I found the game to be very disorientating, there are certainly elements that that stood out. I enjoyed some of the segments where it really felt like the challenge was built with the floaty momentum controls in mind but they kind of clashed with the more precision platforming parts. As is I didn't enjoy the game but if polished and the levels were more strongly built around the mechanics I think this game would be quite fun.