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(+1)

Yup it also happens on low FPS machines too.  Looks like my math for collision and smoothing assume 60 FPS.

(+1)

Yes it was hard coded to 1/60 instead of deltaTime just in the run + jump mechanic.  I reproduced your results on desktop @144hz.  Thanks for pointing this out.  It is appreciated.  I think I fixed it now, but since I started the Jam late there are probably more bugs.