Hi, I just tried the web demo of the game. There were many many jumps that didn't happen even though it feels like I pressed the jump at the right time.
After trying the same jump over five times, each time having to go back to try again due to a long fall, I gave up.
So, yeah, coyote time is something to be tweaked here. Maybe it's better to think about it as a coyote distance instead of time. How many pixels away from the edge would it still consider a jump? Also consider that people playing will have a few milliseconds of input delay by the keyboard or gamepad, plus a few milliseconds to the display.
(I wasn't sure if the failed jumps were due to lack of coyote time, or due to "capsule"-shaped bounding box (as opposed to a plain rectangle).)