Damn this is an absolutely wild interpretation of the theme.
I dig the floaty physics, but there was something about the movement that felt uncooperative. I can't exactly pinpoint the issue, but I kept feeling like I wanted more fluidity. Small things like the basic jump (tap space) isn't high enough to jump the game's standard height of 2 tiles, or the accel/decel on-ground creates a laggy feel (as opposed to fluid).
I made a very similar game a few years ago, and faced similar problems. I remember solving them (at least to my taste) by giving the player a fast initial velocity, long uptime near the peak, and then a slow descent. (I changed the gravity based on vertical velocity). This gave the player a lot of floatiness and control mid-air. I coupled this with two or three additional mini-jumps mid-air (tiny boosts to upward velocity). I also gave a lot of extra coyote time and whatever the opposite of that is (snapping the player onto a landing platform if they're close enough). Since the movement was important to the game, my philosophy was to give the player both a powerful feeling of flow state (with the floatiness and affordances) + airborne decision-making (mini-jumps).
I'm not saying I did it right or you should do what I said, but hopefully this may be of some use.
The intro art is pure fire and the player sprite is super cool as well. Played without audio so sorry can't give feedback there!
Wish the team all the best in upcoming jams. Keep making cool stuff everyone!