Alrighty, got the first place. CoolCat Here's the video:
1. Coyote jumping is amazing, and it also fixes the issue where you accidentally use your double jump the frame after leaving a platform. At the right most section with the spinning blade and spring several times I tried jumping onto the spring but ended up wasting my double jump because the steps are small so while running down them; the window of time in which I'm actually standing on the ground is quite small. Also adding it to walljumps too would be really cool but not nessesary.
2. The jump height variance for walljumps doesn't feel amazing.. though not bad either, I'm kinda iffy about that. It threw me into a loop at the start but I figured it out.
3. Another small thing is the size of the spikes, make the hitbox a tiny bit smaller so when I get hit I KNOW it was my fault. I had few cases where I barely touched a spike and died.
4. Why not also wasd for movement? :(
5. At 0:46 of my speedrun I get a wall jump that probably shouldn't have happened. Maybe have a check to see if you're very close to the ground? I can't think of a scenario where the player would want to wall jump while being very close to the ground.
Overall it was a pretty good platformer, simple and straight forward.The dungeon looked great, the player character ok. Putting aside the bug with walljumping the feeling of the movement was overall great. It was a very enjoyable game to speedrun. You did a great job mate.