Very interesting idea! I did manage to finish!
Have a couple of notes:
- An easy way to make it clear that there's a double jump is to have a level early on with a giant pit that **obviously** can only be overcome by a double jump, most players try to hit double jump intuitively then
- I noticed that hitting the edge of the screen at the top bounces you off, which doesn't feel right. I would either close it off with the tiles, then it would make kinda sense or just let the player go off screen there.
- Collisions in general but specifically for the jump pads are too large. In one level I was falling next to a pad and clearly not touching it but it sent me up anyways.