dev pls pls pls refer to this post of mine from earlier in this thread
I saw the video, but there's not much of use in it. I think it has some good advice near the end for newer devs, and the rest applies more to casual mobile games, where the controls aren't precise enough and need this kind of shortcuts to get the "smooth" experience.
Jumping after leaving a platform is akin to auto-targeting bullets in an FPS. It can work, but at that point why not auto-jump? If the game feels like it needs that kind of feature, there's bigger flaws that need solving.
Right now it's hard to know when you are leaving the edge of a platform because of the current placeholder run animation, which is all over the place, and unclear ground collision; both of these issues will be improved with every big release and solved by the time the third ecosystem is finished (hopefully much sooner). Most of the jumps in game don't require pixel-perfect accuracy, and the handful that do are meant to. However, I do have a movement feature planned, unlocked after/during the first ecosystem, that while in itself it's nothing revolutionary, it will change the dynamics of movement quite a bit.
As for "Why another platformer?" (which I don't think was aimed at me, but I'll address it anyway), I think that's a pretty silly question. 2D platformers are a macro-category of games, like 3rd person, 1st person, and top down. This game (and my skills) fit the 2D platformer formula more than the others, so I went with that.
I'm still undecided on the futa topic. Fun fact, Flora was meant to be a futa lady originally. My objective is that people can go through the game and only "interact" with the fetishes they like, but that was more about the tentacle species, not so much Flora herself. I have a couple solutions I want to try out, but they won't be coming soon; priority right now is getting the first ecosystem finished and set a good standard of quality for the game.