nice work! here are some points where i think it could be developed further:
movement along the ground feels too "slidey"; it continues for too long after releasing the button. if you were doing an ice level it might make more sense to do it something like this, but for regular platforms i feel like i should stop about when i release the button
wall jumps should only happen if you're not on the ground, and maybe also actively holding the button in the direction of the wall; otherwise it's too easy to accidentally move in the opposite of the desired direction while trying to clear a low wall
not actually a problem, but i note that wall jumps are powerful enough to scale any wall by themselves. you might be interested in having a look at how mega man x does level design, where this is also a feature
and of course there's no out of bounds collision but i assume you just hadn't got to that yet
i hope you find this helpful!
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