Thank you very much for such detailed feedback!
I was in charge of implementing all the character controls and player combat mechanics. I took a lot of inspiration from games such as Hollow Knight and really wanted to make sure I give the player as much control as possible, making sure the movement is responsive and snappy, while also adding quality of life mechanics such as coyote timers and jump buffering. I had loads of fun researching movement in video games and learned a lot!
I agree with you that the movement I created definitely could have been altered to be better fit for the size of the levels, and I agree that at times it feels like you are too fast, or you miss platforms. If not for time constraints, I would love to have playtested more and make the experience much more enjoyable, but I shall take what I have learned from this game jam and apply it to my future projects for sure, I've had loads of fun being a gameplay programmer for the game and am excited to work on future projects ^^