Thank you so much for the well thought out comment! I Take NO offense what so ever as I agree 100%! Rushing the level design a bit resulted in some of the frustrating challenges, but a few tweaks that I have already implemented in a new version makes the game feel SOOO much better. (I'mma talk about some not as excuses, just because I want to share my own gripes with my game haha!)
First of all, I found that by clamping the max vertical downward speed really helps make those falling sections more reasonable. It was something I wanted to do in the first place, but never got around to doing so (mainly because I forgot whoops!) It makes the player feel like they have more control when pausing instead of pausing and feeling like the game moves them down way farther than it should.
I also agree that the levels have too many challenges and dying hurts when you were so close to the end and have to go through the gauntlet all over again. I have been toying around with checkpoints and the game already feels so much less traumatizing.
On the point of the slime jump timing could you elaborate? Their jumps are not random but are fixed on a singular timer. If they feel weird or out of sync I would love to know so I can tweak their design! It's something I wanted to tweak more anyways, I just didn't have time.
I seriously appreciate the good rating and I also seriously appreciate you bringing up the negatives! It helps me become a better dev and improve this game! I would love to expand on it and make it something that is tight, smooth and fun! This helps tremendously! Again, thank you!