Good stuff. Yeah the jump is a major challenge. Also add the inability for me to get a consistent frame rate on every device. I wish I could get half the feel of a game like Celeste. Spent a lot of time once breaking down the Source code they released showing exactly how it was done. I hadn't seen the linked example you posted. Great stuff. Actually used Cinemachine but still learning how to tweak things.
The health idea is a concept I am big on but still can't get it designed where it is actually fun.. Right now the most obvious change is that the lower your health the higher you jump (This is another issue as it is hard enough to design Jumping for one or two heights let alone the wide range in this game). So you need to take damage at some point to allow you to get to impossible places. However this puts you at greater risk of dying. The low health also gives you greater Ammo power.. I was hoping to make this more organic and more about abilities. You unlock metroidvania type skills by gaining experience. Experience would only be gained by taking damage and persisting through it succesfully. So the better you play under the pressure of near death the more experience you gain.
Thanks a bunch