You’ve got some pretty cool stuff here! Character feels good to control, movement’s snappy and I’ve had no trouble gauging how far and high I could jump, so good work on this. I like that “spin-to-jump” ability and got used to it very quickly to reach the highest platform.
Nice work on the camera too. It seems to update its Y coordinate (or whichever axis Godot uses for height) at predefined height levels, which works fine now, but could feel weird when walking up/down long slopes. What I would recommend is letting the camera update its height constantly when the character is grounded (lerp it of course so it feels smooth), and when not grounded let it update only when performing certain actions, such as grabbing ledges, activating that spinning ability, falling from great heights or when the character gets very close to the top and bottom edges of the screen. This is roughly what I did for my MVM22 entry some months ago and it worked pretty well, but I’m sure there could be better ways of doing it.
Looking forward to a complete version of this!