Thanks for taking the time to give feedback! The wall-jumping is much easier with a pad than using key-bindings. Emulator.js seems to also make it harder somehow, and I have to admit I didn't test on that until after I submitted.
The jump height changed many times across the jam! You can hold A to jump higher, but perhaps the additional impulse is too weak. I intended to re-tune it once I had more of my level layout implemented, but ultimately my time management was poor. There is actually an unfinished "high-jump", but more than half the time it glitches the player into the ground, so on the cutting room floor it went for the sake of the jam.
After the jam, I think I can probably address your two concerns
- See if I can introduce some coyote-frames into the wall-grab, to make it easier for playing on emulators
- Finish implementing the high-jump, and rebalance the level geometry to match the player athletics, along with tuning the normal jump.