Hi! Thanks for the feedback.
The clipping jump actually occurs when the radius of the "ground check", which sees if you can jump and applies a vertical force, is triggered more times than normal, leading to much larger velocity, maybe 1.5-2x the actual planned velocity. However, when the bug was found, we figured that it only happened if you pressed jump at the right time when moving from below and towards a platform's edge, and it was small enough where it wouldn't be too controllable if someone found it on accident, but could be used if intended. (It also helped some of us finish the 4th level, haha!)
The sound designer was GrowlyWog, and he really did make some great music! I hadn't heard the last level's music when developing, so when I got to the end, it was a real treat!
Controls was something I, and probably the rest of the team, worried about. We didn't want to use the mouse because jumping and moving required two hands, but the mouse is kinda out of the way. I could have put in some indicator there was no mouse, but there wasn't enough time... Coyote time was to be implemented but once again time came in the way, so it was replaced with the gliding/diminishing jump mechanic.
As for the wall jumping thing, I think you got a bigger jump if your beak was between tiles in the tile set? We probably should have made that more clear.
Once again, thanks for the feedback, and thanks for playing our game! The team included some first time jammers, including me, and it's great to see people playing the game.