Thanks for playing!
The y axis damping was twice as tight as the x axis damping to ensure that you could see where you were jumping to / landing. I designed a few camera response curves to address this and tried out some vertical leading (like you see when you turn left and right), which would be needed to permit a looser response. Watching the character double jump with that implemented actually gave me motion sickness lol.
I left the sonic style camera in the game (press 6 to activate it). It doesn’t feel quite right and does not really address that tight y axis response :/