Hey thanks, I agree the movement is really tricky for me to get right. I used rigidbody2d and set velocity based on RawInput, but this felt really slippery in testing and the player kept flying off the small platforms. I added friction to the player to try to improve this but this leads to all the problems you described like killing momentum after a jump because the hard impact adds a ton of friction force.
How would you recommend implementing the movement? I am not sure what sort of scalars I should change. How do you deal with the "slipperiness" of just getting RawInput?