We definitely plan on continuing to work on this!
As for how to make a precision platformer like this in Godot? I know Heartbeast has a series on platformers in general, but at this point I've fiddled with 2d platforming mechanics in one way or another for as long as I can remember so I haven't referenced anything like it in a long time so idk how good it is, but knowing the channel its probably solid. at least three entire days were spent getting Bao's movement to feel the way I wanted them to so, a lot of it is the fine-tuning and Quality of Life stuff like Jump Buffering, Coyote time and corner clipping.