Thanks for the feedback, the water sfx currently have a slightly higher priority and are meant to be both the ambient sound and an active sound to help the player figure out there is flowing water as opposed to stagnant water. I will take this critique into account for future implementation of water sfx and will likely dial back the noise level as I wasnt too sure whether to make it more quiet.
Also I do recognize that performing shorter height jumps is more difficult as the player possesses a static up speed whilst jumping and side to side motion, that while consistent, makes it very hard to account for short ceilings or low-laying grinders/lasers; had I more time to work on the project I wouldve likely implemented variable jump height, but likely never wouldve increased sideways motion for various puzzle reasons.
Once again, thank you for the feedback it is very useful.