It is not 'your personal problem', I sure know that it is something that needs to be addressed in a game. I felt it too a bit and obviously I spent a lot of time in the game to have a better feeling abound the jumps, ergo for another person it must be 10x that. It sure is something that has no place when you are aiming for a flow feel I aimed with this game. It also is the reason I choose doublejump instead of other 'side effects' (like dash etc) for the jump, using that you can prevent situation like this -most of the time-. It is still not good enough for potential release or anything, I fully understand that it can very well break the experience/feeling/mood I tried so hard to evoke. It just couldn't be tuned up more with all other tasks at hand within the 48 hours, I couldn't make the flow perfect.
But I'm well aware of the strengths and weaknesses of this particular prototype, and if I picked up on it some day, I sure would first and foremost focus on finetuning these breaking points and enhance the surreal/etheric/(? , not that good with english to find proper words) dynamics the game is working with.
Thanks a lot for the feedback overall, you are sure right, I tried as hard as possible but I can't hide the fact that it's still a 'prototype' with regards to real world production.