Hi there friend,
Thank you for giving your feedback, do let me address it
The jumping feels weird: This I believe is dependent on what platformers you played in the past. I'm sure it will feel moe snappy when I take another gander at redrawing the jumping animations but the overall effect I have now is what I intended.
The combat: Blocking is more like a blocking stance, once you engage it you get the first couple of frames of an ability to make a perfect parry/counter attack. If you keep it engaged it helps you protect yourself from frontal and behind attacks. Your Idea of practicing blocking would actually be quite good, a training doll in the base could work for that I think.
Button Tooltips: You are indeed correct, while the instantiated tooltips (like those that are shown when you are using a set input method, say you turn on the controller and enter dialogue) work quite well, the stationary tooltips only instantiate at the beginning on the level and I have, unfortunately, not set them to detect input method changes. I will take care of those, moreover from the current Supporter build I have implemented mouse input method for inventory and dialogues so it should be overall easier for mouse/kb users in the next public patch.
Button consistency: As per what I wrote above, the inventory and dialogue menus get the mouse input as a method. Multiple interact buttons (normal and alternate one) are mainly for the purpose of in-game choices (whether to get defeated after a h scene or stand up) must currently be this way. If you have the time then sure, do share the examples of button inputs that you found frustrating, will do my best to resolve those ^^
Thanks for taking the time to leave your feedback,
~WegildDev