I didn't test the controller, which was a huge error on my part. I wasn't expecting anyone to use controller with a game jam game, but that isn't an excuse. Your arguments regarding the controller set-up are all fair and I agree with them.
The hitboxes could use some work, I agree. The jumping, sliding, and running animations al have the same hitbox, but the sprite doesn't necessarily conform to it at all times. This would be a great polish point.
I had the opposite problem with wall slides, where I wouldn't grab on. As part of jumping and wall sliding there is a bit of user error allowed, you can jump about 10 pixels above the ground for example. I could tone down the wall slide buffer zone.
Controllable jump height would have been great. I wish I had thought abut it. Beating myself up about it now. What 2D platformer doesn't have controllable jump height?
The game does lack depth. I generally have 1 room intro, and one room basic implementation, but no mastery rooms afterwards. I am aware of puzzle introduction structure, but I felt I could skimp a little here due to it being a game jam.
I'm impressed by this reply.