Yes, I would be honored to try out future builds!
I don't think I could describe in great detail what I'm experiencing with the controls in a live video (I also keep my face and voice private on this account). I went back and played your game a bit more, trying to understand what exactly I didn't like about it. Here's what I didn't like and my attempt at understanding why I didn't like those aspects:
-the biggest thing I didn't like is the slippery-ness of the character. When I let go of WASD, it slides forward a bit. Sometimes, when I hop over a wall and onto solid ground (like a block), I'll overshoot it. Not enough times to get frustrated, but enough to feel like "man, I shouldn't have fallen off there".
-the weight of the character. Some game characters are floaty, and some fall to the ground like a brick. This character somehow felt heavy and floaty, and to me that felt icky. Like I don't fall as fast as I want to, but I still manage to slip off platforms a lot. Maybe the slippery-ness compounds the problem?
-walls. Trying to "wall-jump" and just barely not making it, and then sloooowly sliding down like heavy cream, feels bad. It also seems like, whenever I try to move away from a wall as I'm sliding down it, it tends to stick to the wall for just a split second before it "detaches", but that might just be the way the character turns around mid-air.
You asked for platformers with controls I jive with, and the one that came to mind first and most vividly is Super Mario 64. I know, using a n64 game as a reference for the pinnacle of good controls is strange. But there are a lot of things it does right:
-When you let go of the control stick, Mario doesn't stop immediately---he slows to a stop. That seems bad at first, but the degree to which it is done is subtle, and makes Mario feel natural and fluid.
-More notably, when you tilt the control stick, Mario doesn't get up to full speed immediately---he accelerates. This also makes Mario feel natural and fluid, but it never becomes a problem. You never think, "man, if only Mario moved faster, I could avoided getting hit by that goomba". That's because Super Mario 64 is a game that you take at your own pace. If you get hit by a goomba, it's not because you couldn't react in time or couldn't see it, thus it feels like your own fault, not the game's. Mario's acceleration would be a bad design choice in other platformers, but it's a good choice here because the levels are, literally, designed around Mario's capabilities.
-Mario's weight feels great. Sadly, I can't really "describe" why, as a character's ideal weight is just something we devs need to tinker with and find out.
I think the reason I did not like the controls in your game is that the levels don't feel like they are designed around the character. You have a game which requires a fair amount of precise platforming and evil clones chasing you, yet the character feels slippery, slow, and ever so slightly imprecise to control. If this character were put in a slow paced puzzle platformer, it would feel better, and it might even be perfect. But to make a funny analogy, and apologies for the trite comparison, it feels like I'm playing Celeste with a bag of pudding.
As a final note, if you feel the game plays great and everyone else feels the game plays great, it could be that the game just isn't my cup of tea. But I hope my comments are at least of some use to you for improving your game!