Counterintuitive controls; Good artwork
I can see from some of the other comments on this submission that the controls were confusing for many of the players. The big problem is that it's not explained at any point that the different types of block you need to jump over require you to press different directions. I believe many players are assuming (and I was as well), that up would be 'jump', down would be 'duck', and left right would be slow down / speed up, duck left / duck right, etc. Because all of the obstacles look like objects to be jumped over, this leads to players being unable to clear stage one. It doesn't help that the flashing arrow shows the button you /have/ pressed, rather than the one you /need to/.
Even factoring that in, the hit detection and jumping's a bit sloppy. The character seems more to jump into the house-shaped blocks than over them. When you understand how the controls work, the fatigue system's pretty forgiving, but it would probably be better to have a cleaner control / timing system with a slightly less forgiving fatigue system.
As others have pointed out, though, the animation's solid. The cutscenes, characters, and backgrounds look great. If this were an animation, I'd have scored it significantly higher.
I see that this submission was made for the Game Jam, and it's hard to expect perfection from a 72 hour project. The number one improvement I would suggest would simply be a clearer explanation of the controls, in particular becuase the player is asked to do counterintuitive things such as pressing down to jump over an obstacle without a prompt; it would change the game from confusing to playable for a lot of the viewers.