Thanks for playing it and the feedback!
We indeed faced the various challenges you mentionned concerning the platform phase but since it was my first time programming a video game, we decided to workaround them. For example, I didn't know exactly how to implement jump buffering and coyotte jumps, so we decided to extend the player's hitbox a little bit on the X-axis. Which made the player more reachable for the enemies as a side effect. To save time, we "cheated" again by designing all the levels arounds those flaws. We tried to teach the player that enemies could reach you from one tile below in the 4th level of the game, for instance.
Had we had more time, the game would have been completely different :)