Thanks for playing and for the feedback, it's very much appreciated!
At present the game uses a jumpPoint on the bottom of the Player gameobject that casts a Ray to check if the player is grounded to allow the player to jump, I noticed when playtesting that this was quite unforgiving so moved it to the very back of the player to allow a later jump but think I could've pushed it even further - but this is the first time I'm hearing about Coyote frames and sounds like it'd solve that issue for sure so I'll definitely give that a look - thanks :)