described as 'rage game' I found the controls too difficult, couldnt get past the first 30 seconds - seems deliberate, what you intended :), so that's fair.
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I would probably go with having a visual sign in the level bagkround that explains - either with pictures or words - how to use the mechanic, since its unusual (and potentially frustrating when the player has no idea what's going on).
Also probably warm-up the player with some easier examples first to practice on / master.
The controls felt too sloppy - the animation and the effect didn't synchronise well, it seemed arbitrary which part of the animation had to collide with the wall to have an effect, like I was just guessing each time. For a mechanic like this I think the namiation should visually match the effect, so the player can see when/why they're going to succeed or fail.
I couldn't get past the second jump - didn't know if I was just too low skill, or if I was supposed to be pixel perfect on a different part of the animation, or if there was something I was doing wrong, or ...