That first jump to the pink block was much more difficult than the rest of the game. I was stuck on it for minutes. It was only through experimentation that I figured out that (A): The player has a very large collision box and (B): The player has INSANE coyote time! Like, good job for implementing that, it was quite helpful for the rest of the game and it made the control better, but the fact that the very first hard jump is predicated on jumping while *off* the ledge is pretty bad.
The rest of the game was not nearly as difficult, and I had a lot of fun! The keyboard control was quite awkward, but the mechanics were pretty decent.
The powerful wall jump was very fun. I loved getting that speed! There are a lot of good ideas here.
Good work!