I added 2 tweaks to jumping. First is coyote time, which means when you run off a platform, you have a brief period of time where you can still jump. I don't remember where this term comes but it's intentionally friendly to the player. Then there's wall jumping, which wasn't too hard to do. One subtle thing is that player input is disabled very briefly when you're jumping away. But also, so far I haven't made any levels yet in this platformer, which means I'll have to spend the next few days of the week just making levels.
When I first tried out scrolling to access your platforms, it felt way too fast and imprecise. It was way too easy to scroll past what you wanted. At first this made me give up and consider other options, like having your 2nd hand press extra keys on the keyboard. I thought that since Celeste does something similar I could get used to it, but no, one of your hands also has to use your mouse too. If humans grew a 3rd arm then maybe, but it's way too hard with only 2.
Which is why I went back to scrolling. Since games like Minecraft make it work, surely there's a way to make it work here too. The solution was to add a delay to the code checking your mouse's scroll wheel. Once you scroll, it won't register any other scrolling you do for the next 0.05 seconds. That tiny delay makes the scrolling much more manageable.
I was going to make platform creation be limited because it sounded crazy to have infinite platforms, before realizing that it restricts the player a lot. It makes it feel like a puzzle game, which I'm not sure I want. Now I'm thinking I want the player to have the freedom to create whatever platforms you feel will help you beat the level. It's possible that it still may need some limitation but I'm going to switch towards this path for now.
The question is, what should the UI be for selecting which platform to make, cause I want multiple kinds. I think the only really good option is scrolling up and down; that forces you to play with a mouse (trackpad won't cut it) but probably I'll live with that.