I've finally figured out what was bugging me about jumping in this game! When you let go of forward, and start slowing to a stop, if you jump before you completely come to a stop you'll jump with the full walking speed momentum instead of carrying your current momentum. It leads to some moments where you'll comically overshoot a jump and it'll feel like your character just threw themself forwards without your input- in fact, if you're quick you can chain these weird momentum jumps to cover whole screens without actually inputting left or right for most of it. Bouncing on bugs has a similar issue where it carries horizontal momentum weirdly, and makes it very hard to bounce precisely. This makes it so if you so much as tap a horizontal direction to microadjust in midair you lose your ability to bounce without flinging yourself in a horizontal direction, and counterintuitively trying to reduce that by reducing your horizontal momentum will have very little to no affect, or completely oversteer and launch you in the opposite direction you'd expect.
Also completely off topic from the jumping issues (that I only just figured out how to articulate even though they have been an issue for a long time now) being able to squish bats is ADORABLE and i'm really looking forward to seeing more unique interactions with weight! Some platforms collapsing underneath you at peak weight is fantastic, really appealing to me and also makes routing more interesting, and really adds a lot to the game imo! With the reward (not yet implemented i know but still) for bringing back max burgs at once, the feel of the game has shifted a bit from the more standard metroidvania ouevre and taken on a little bit of an optional score attack-y feel, if that makes sense- getting familiar with the environment and grabbing powerups to set up for full burg runs- and I like it. I wonder how the main gameplay loop(s) and the layout of the game would shake out when more stuff gets added to it with that in mind?