The slidyness was actually on purpose, since I felt that it allowed the player more options for lateral movement and therefore allowed for more complicated puzzles. I do kind of regret that it reduced precision. I tried to make the game more about puzzle solving than precision platforming as a result (since it turns out it can be really frustrating to have only one shot at any given action if the act of completing it is too hard). Would you mind sharing if any levels in particular felt too imprecise, or was it just that the general gamefeel was a little off? Thanks for playing and for the advice.