The first platform jump is very annoying since slowdown time is so short and you can't know where platform is currently at ahead of time, so I had to pass it without slowdown by very precise jumping, took a lot of tries.
Suggestions: implement "jump buffer" and "coyote time" (if not already), make player move with platform when standing on it, make the level properly visible, so you don't jump into abyss.
Unity advice: always use FixedUpdate and linearVelocity to move characters, always enable Interpolation on Rigidbody, use LateUpdate on camera to follow transform position (not rigidbody position! the transform one is interpolated for use)