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(+1)

Originally the falling game was supposed to have almost no air control and was way harder on the momentum. I ended up going with a more balanced approach, did you feel like in its current state that you still felt some of that momentum-based platforming?

(+1)

For more momentum keeping, I'd  make the small holes (to fall through) a bit wider. I'd also make the distance between the spikes shorter, so jumping over two at once would be easier.