Yeah, I should have spent a little more time tweaking the controls. Or just had someone play-test it during the jam to show me it was a problem worth spending time on (It's my first jam, so, live and learn). I already implemented 2 of your suggestions for a post-jam upload. I may do the last one just to learn text boxes and how validating input works in godot.
I have no idea how to fix the non-determinism. I stripped down the code to bare bones and couldn't find where it was coming from. It just pulls to the right; which is noticeable in a game that relies on a bit of precision. I may try reproducing it on a blank project to see if it's me or the physics engine.
Thanks for playing my game, I appreciate the feedback