Thank you for playing and your review! I'm glad you generally like it.
I think majority of the problems with Necro Druid come from the fact that I don't actually play nor really like logical/puzzle games. I'm a 2D platformer/metroidvania enjoyer, and so I naturally gravitated into making the majority of the game into a precision platformer rather than a puzzle platformer, splitting the game content into two different philosophies of gameplay.
While I understand your frustration, I can't agree with you regarding controls. Aside from occasional bugs with collisions and accidental super-jump exploit*, controls work as intended. Contrary to you, I find it easily controllable to navigate player during and after jumping, so I guess YMMV.
Similarly, Bouncy Plant (aside from the super-jump exploit*) works as intended. I think that your varying experiences with its force might (in some situations) come from using the jump button at the moment of impact with Bouncy Plant or from jumping from one BP directly into another BP. The fact that it bounces the player away depending on the place of touch allowed me to structure the levels the way I wanted. Changing that would fundamentally change the level design and made the Bouncy Plant extremely boring.
Regarding the color scheme, I'll remember that for the future. However, I don't really see how one could confuse the background area with the interactable area as I feel they are already distinct enough. None of my (3) play-testers has shared such insight with me.
Once again, thanks for playing and your input!
* super-jump happens when you press the jump button in a quick succession of landing on a Bouncy Plant, making your force of jump much stronger than it should be