I don't play a lot of platformers these days outside of jams. This one seemed decent overall. There were some spots that were frustrating, including one where I stopped, but overall it was pretty simple. Having full control of movement in the air made it pretty easy to position where you needed to be. On the ground it did feel a little bit slidey at times for certain sections, but overall it was fine.
I like your menu screen having a mini level to let the player practice the controls.
I found the room with the 2 long stretches of spikes on the ground, followed by small jumps with 1 or 2 spikes, to be a tough room. I kept having trouble with sliding into the spike after landing from the jump. I got the message asking if I wanted help after 10 deaths. I kept trying and was able to complete it. I don't think it was overly hard, just that for me that combination of the long jumps followed by the short ones with limited space was causing me trouble.
Some dialogue says to press Space, but it does nothing. I had to click to advance the dialogue. The start screen does say to click for dialogue, but the dialogue itself should probably be updated to either support Space, or remove those comments.
Typo in the text "I will distroy him." It should be "destroy". "employie" should be "employee". "I belive you" should probably be "I believe in you". I'm going to leave off with typos/mis-spellings after these, but you should probably double check all the dialogue.
Starting the room that has that bit of story by falling into a trap is unpleasant. The fall is fine, but give a small spot to start on so after losing you can be ready to start again.
I got to the point where you go under a full diamond/double-ended spike, and have to jump over a spike, landing between it and another. With enough tries I could make it, but I did not feel like going through the rest of the level that many times. Breaking this room up, or otherwise giving a checkpoint before that area would be nice. Of course, it looks like that my be one of the final challenges of the room, in which case it wouldn't make sense to have a checkpoint right before it.
On your page you say "The physics are exact". I would not describe the game that way. The jumps are not what I associate with physics based jumping. You have full control of your movement while in the air. With this being a space game, maybe you have directional thrusters, and your jump is a small jetpack capable of limited thrust up, but able to quickly recharge. There are plenty of ways to explain it in story, if wanted. My point is mainly towards setting players' expectations. With physics based jumps I expect my movement before and at the time of the jump to have significant impact on the jump, and to have limited control of movement while in the air.