I'm late in writing a review, but the two most important things have already been said.
First that during the invincibility after being hit, the inability to do any vaulting/springboarding until the invincibility ends makes it nearly impossible to get back up from the ground on later levels because you'll mostlikely be overlapping an enemy when the invincibility ends so you'll get hit right away (or in the air from a jump, but about to land on an enemy and get hit regardless). Making the player able to vault/springboard while invincibility is still active would fix that.
The other is as LethalElephantForce mentioned; there's only a small number of moves -- jumping, vaulting, and springboarding -- and enemies. The game is much more entertaining than I might expect with relatively few moves and enemies, but I feel it could use one or two more things like ability to move forward/backward a little bit within the screen's auto-scrolling or another technique that would be well suited for making it past pairs or multiples of cops that are too close together to vault sequentially. There's a potential for making a game feel too busy and cluttered if you add too much, but I think a little bit more would have been good.
Those things said, the game was still pretty fun and certainly enough to keep me playing, and a lot of the other commenters thought so too. The pace auto-adjusts to the player's skill since they slow down when they get hit. Although I'm not usually a fan of random level generation, in this case I think it helps keep the player involved and concentrating on coming up with and executing a good strategy instead of just remembering an exact sequence of optimal moves for each level. And while unfavorable random placement of enemies might happen and suck, it somehow avoids becoming frustrating when you'll just get a newly generated level on the next run.
Final thoughts are that I'm not as put off as others by the bright cop lights when it's close to a loss, but I would've liked a more streamlined way of restarting a level if I'm having a bad run than exiting to the main menu and picking the level again Edit: didn't realize double-tapping R to reset is an option now :3.