I like the upgrade system and how each upgrade has a cost in time or ability. The mechanic of having trees cover you and your power meter, basically making you "feel" how long you should charge the jump, offers a neat challenge when you encounter those situations.
One thing I appreciated was the inclusion of secret rooms. I also like that the detail of the music changing and the player sleeping if you are idle too long. Though, sometimes the idle music was pretty loud, so I got jump scared by it a couple times, lol. Maybe that's my punishment for idling too much.
There are places where you can fall great distances if you aren't careful, which can feel quite punishing if you have to repeat a particularly tricky jump. However, that seems to be intentional design considering the game treats making time as part of the experience. With that said, I appreciated the calm ambience to counteract any potential frustration. The music, the wind sounds, and the rain effects really help sell that ambience. The environments also look really nice and I like how some parts of it have that "wobble" effect.
I do wish trash was less scarce. I like the added movement option of shooting, plus its just plain fun getting a lot of air/progress when you time a good jump + shoot combo, so I wish I could do that more often.
While the collision sometimes worked in my favor, sometimes the collision ruined the trajectory of my jumps. For example, a few times I expected for the player character to rebound off the wall but instead got sent back down. I think the game thought I hit a ceiling even though I was hitting a wall. Also, sometimes, it seemed like the character would move the opposite direction I had pressed? I think the game thought I was against a wall even though I wasn't. I think that's what's happening, anyway.
Overall, nice job! I gave this one a few runs even though I've yet to beat it. I'll need to check out the other Hop games you made as well to see how they compare.