alr alr
-The character controller felt very wrong : all the thing you said were actually intentional, except the dash part that was cuz i forgor (also "the jump feels quite heavy" this is the problem on the tutorial part but do you not understand the jump machanic? if you just press [SPACE] or just realease early you'll do a tiny jump and if you hold [SPACE] you do a bigger jump (i thought the electricity pylon level would taught poeple that but I'll make it clearer on the tutorial update))
-Precise platforming was very difficult : it wasn't suppose to be precise? it's a casual puzzle platformer non of the levels made for the player to be supper precise, but it's made for the player to fail if they forgot which part is in wich timeline
-The character slides around when movement keys arent held : cuz it wasn't suppose to be precise and it force player to just send it and do the level in 1 go this part was by design (but also it's not like it slide that much even if you land in the middle of small platform you won't slide off if you just tap the movement key)
-"even the dev died in bullshit ways several times over." nah that was just skill issue and I was sleep deprived and the dash glitch is pretty goofy so I thought it would be funny to speedrun the game so ye
-Tutorialisation : thats because we ran out of time the game literally submitted 13 seconds before deadline lol 
-Visual clarity : for the second level I was gonna make the platform part of the electricity pylons a lil difference color but out of time
-if it's used inside another object, it fails : yes that was there to prevent the collision from pushing the player through the ground and YES I FORGOT TO ADD THE FAIL SFX that one is on me
- Moving platforms : I ma be real with you i couldn't think of a solution at the time (and also the level ain't that hard) well even if I do not that I would have time to implement it cuz ya know "submitted 13 seconds before deadline"
- The level with two moving platforms : ahem ahem uhh.. skill issue (the problem with waiting for moving platform is real tho but I have an idea on how to fix it now but I'll fix it later (rn I am in another jam cuz the grinds neva end))
-There was dissonance between the mechanic of "time period switching" and the level design. "i.e. growing of moss" you just said it the vines and grass only grow on time shift what are you talking about
-Often though, it caused changes that were absurd, like a large segment of level geometry spawning out of nowhere, or moving inexplicably to the side. well what else can you do with just the tilemaps the electricity pylon level is as much as we gonna be able to stretch it without an artist and also it's like a puzzle platformer "game" it's not suppuse to be that immersive
-Only having one tileset and one background reinforced this : huh their are 2 tileset albeit they looks very similar cuz only the outside layer changed and THERE ARE 2 BACKGROUND the use the same color scheme and art style(it's from the same creator but difference assets pack) but they are WAYYY difference how did you not even notice???