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(+1)

Using the unity physics to stick to the wall was actually a great idea, really made it nice to assess the current situation. For this type of games I think that some easy to implement game design tricks could do a lot, like non linear speed, coyote time or jump buffering. What I'd recommend is that you place a circular shadow under your character so that jumps are fairer to gauge. Other than that congratulations on publishing a game for this jam and implementing everything.