Thank you! I'm glad you parsed the boulder as such, haha. There is admittedly some stickiness in the current character controller when it comes to walls, not intended but it crept into my late fixes.
I can see why the momentum for climbing doesn't read too well. It's supposed to come from the amount of spin you build up before hitting the wall, but the animation of the spin and general effect of the wall climb powerup could use some iterations. A similar thing goes for the mushrooms, they let you bounce to retain the height fallen from, but nothing indicates that, and the bounce is too opt-in to run into naturally. Very useful feedback to iterate on!
It's nice to hear the low% speed run approach landed for you! Even though it was at the expense of the base movement working out better than the upgrades. There was supposed to be a little bit of trade-off to the upgrades, but they should generally be stronger than without. I'm guessing the instant-stopping that the wall climb powerup gives you feels unwieldy?