Some really good points here.
The concept is a little messy you are right. We started off with a slightly different idea to what the game eventually became. In the initial concept we had more of a focus on puzzles and more ideas like having to make use of different enemy AI or different geometry.
However when I experimented with some of those things I wasn't really liking them anymore and the mechanics had shifted more towards a precision platformer with a "modify world" button.
And yes the streamer concept was also left to the wayside a little. It was always supposed to just be the theme and the meta narrative but there were a lot of ideas that we didn't manage to implement or decided against, like typing in a streamer name, some dialog lines for certain game events, etc.
About the movement:
the wall jump is a little too sensitive yeah. I think I should have made sure the player is actually holding the direction towards the wall to initiate the wall sliding state.
And the double jump should probably add momentum and not overwrite it. It can feel a bit awkward when you are double jumping out of a staff bounce and it eats all your momentum.
Thanks for the feedback, it is greatly appreciated.