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I see some people are suggesting ledge grabbing and faster spring jumps as needed changes, but I think that the problem comes from the level design, not the character moveset.
One of the things I liked the most about Banjo Kazooie, SM64 and similar games is that just walking around and jumping feels incredibly satisfying. And it's not like Yooka Laylee is missing that for the most part, several areas feels very good to run through. But there is a lot of blocks just out of normal double jump reach that would be much more satisfying to just jump to if I could.
Does it really require pixel perfection? That's somewhat bizarre to me as I've bad sight and poor coordination due to a mental disability and I had no trouble absolutely acing the toybox.
What am I missing where I should have felt frustrated? Is it just that I've played so many more 3D platformers that I have a sense for how they work and certain expectations of things I should be doing as a player to traverse them?
I just dunno.
I will note something interesting that I noticed: If you perform a Spring Jump and hold the Jump button, you will automatically enter a Laylee Flutter at the peak of your jump. If you perform a Double Jump you must release and re-press the Jump button to do a Leylee flutter during the 2nd jump. It's a little inconsistency.
As for the issue the OP mentions, it's mostly about getting the timing to be muscle memory how it is right now. I'd imagine the edges would be a bit more sloped than they are now though, or the jump heights would be tweaked to make it atleast slightly easier to clear the jumps. But hey, that's coming from someone who can already beat the demo in only 22 minutes, including the post-pagie secret and ghost writer. I could probably make it sub-20 if I optimize my ghost writer grabbing! Only thing I don't get, honestly... What part of the content is Plus exclusive, and what part isn't?