Of course! Always happy to elaborate (and I hope my words haven't come off rude, apologies if they have)
- There was the first required wall-jump in the orange area, which had the single block over a pit that the player can hold on to for a bit under a second. The timing is plenty to work with, but doesn't entirely feel fair for a first stage.
- Soon after is the section with the floor springs directly under ceiling spikes-- this one got me because I'd fallen into it, moving too fast trying to avoid falling down a pit; if the springs were a different color from the floor I might've noticed it on the way down.
- In the second area, I felt the starting wall-jump section seemed a bit tight, the spikes and grabbable-wall are quite close to each other. It's a really good obstacle! It just needs a little more grace present for the player to not have to perform without error.
- A bit further in is the section that requires you to fall and time your movement to the right so you avoid spikes on the wall and the floor. Sections like this are cool too! Games like Mega Man and Shovel Knightdo little platform challenges similar to this all the time, but there's usually a bit more ground present to break the fall, or a secondary mechanic in play to ensure the player doesn't just have to be extremely precise (whether it's a double-jump, dash, potentially some kind of stage-mechanic).
Again, ultimately the platforming was enjoyable. I've done a number of platforming projects before in the past and I know they're no easy task, so you all should take pride in the extensive stages you've put forward; Tech's done a wonderful job.