Props to you on the title screen, really cool. I found the character controller needs a lot of tuning though, he moves very far if I just tap the move key and that isn't great for precision platforming.
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Hey thanks for playing!
I think we as a team got too used to the controls we had set up, when it came to playtesting the levels we definitely overlooked the players control as a potential issue. Out of curiosity though so we can better tweak the controls, is the issue with movement too far on the ground, in the air, or both?
The character moves really far on the X coordinates both on the ground and in the air, there is a spot on one map where there is a drop in front of a spike and it feels like you need a near perfect frame input to avoid moving into the spike while dropping down due to how close it is and how fast you move on the X.