Thank you for the feedback.
I actually agree the acceleration behavior is odd compared to current platformers. I modelled the behavior after Super Mario Bros. 1, which definitely both feel “slippery” compared to anything current. Maybe I should have rather used e.g. Commander Keen 4’s physics as a baseline - not sure.
There currently is work on an alternate “world” in the game (think of a second game in it) - I wonder if different physics constants (in particular both stronger acceleration and friction) should be used there. I am going to bring that up with its developer.