Thank you for the feedback!
The problem with making it rely more on skill than luck whilst keeping the gravity mechanic (The main concept the game is built around), is that there are only a few ways that would actually solve the problem across all the levels. Wall jumps might work but you'd still fall back to where gravity is taking you, although a double jump might be pretty useful (I found myself needing to jump higher once or twice in a level, and not being able too.) but ultimately won't fix a skill over rng problem. Adding in more walls and platforms would be challenging, as you'd have to balance out the difficulty of the puzzle with adding in walls and platforms for each and every gravity direction, even if their never used. I don't want the puzzles to be too easy and 'boring', but also not too hard and 'frustrating'. There's a little sweet spot there and its pretty hard to hit.
Thinking now, without a deadline/time limit over my head, I have one or two ideas that could fix this, such as maybe a grapping hook to 'launch' yourself in your choose direction. Or maybe a hover feature where gravity cannot pull you down but the hover uses fuel, and fuel takes time to regenerate? The hover idea might make it a bit easy to solve the existing levels, that and a double jump might make it much easier and a bit more skill based than luck. I was thinking about releasing a 'updated' version after the jam is over, but I'm not sure I will just yet (I do have other projects, with more polish and thought needing to be put into them then a 48 hour game jam game) but if I do I will probably make a checklist of things to do, and solving the "Completing levels requires luck" thing will probably be pretty high up.