When a player is playing a solely skill based game like a platformer, blaming the controls for failing is a very bad sign. The whole idea of skill based games is to give all the control to the player and then throw everything you have at them. So I was a little disappointed to find that a game with such a nice artstyle had this problem. Here are a few pointers:
-Jump should be binded to both space AND w
-Let arrow keys also be controls
-The hitbox of a platform should be a little bigger than the actual size of the platform, because this way a player can jump off the side of a ledge more consistently, and it isn't an annoyance to the player to always fall when jumping off a ledge.
-The left right movement would be a lot smoother if it was accelerating (meaning that it isn't a constant speed and accelerates like most platformers)
Some tips for further projects for artstyle:
-Things other than the player can also have animations. For example, the bounce pad could have a little animation everytime you touch it
-Little visual imperfections adds a lot of character to the game. The floor can have little pebbles on them. The metal can vary in terms of scratches and wear.
-When you run, since this is on the moon, there should be little particles that trail your feet.
These are all very simple things to add and could all be added in under a day, no matter how skilled you are at coding. Maybe put a little bit more polish into consideration and it will improve your games greatly.