Thanks for getting to level 3, that is far enough to see the real problems.
On the first vehicle: I have reworked the car surfaces so the jump is simpler than it was, but I do not want it free either, it should still ask something of you. The cue is the water. The droplets bouncing off the chassis mark the surface and where you can land, so read the roof line instead of the bumper. Tell me which level it was and whether you are on keyboard or touch and I will look at that specific collision.
You are right about the animation, the legs run at one speed while the body moves at another and that is what reads as sliding. It is on the list, but this is a minimal prototype first and I am giving the time to the systems before the polish.
The CRT already has a switch in the options menu, so you can turn it off today.
What I would like your eye on now is the balance: on desktop normal mode is too easy and arcade is the one that gets interesting. Attack patterns and proper collision detection are still missing and there are plenty of details left, but the skeleton is there. Which mode feels right to you, and where does the difficulty break?