Miner 70 by Tsamf
Picture this! Hektor the prospector(the most dangerous profession). Hes up at his favorite claim when hes sees out of the corner of his eye an abandoned old mine with the words Miner 70 posted above. Curiosity gets the better of him and he enters the ol claim. He trips on an old rusty axe tumbling far below. Everything starts falling down around him(its incredibly unstable down here). Can you make it out alive! 
| Version 1 | https://1drv.ms/u/s!AsO7yT618KFdhJowgg-5TAiRQVPdyw?e=irDiWa |
| Original URL | https://ldjam.com/events/ludum-dare/49/miner-69er |
Ratings
| Overall | 1467th | 2.706⭐ | 36🧑⚖️ |
| Fun | 1375th | 2.727⭐ | 35🧑⚖️ |
| Innovation | 1503th | 2.136⭐ | 35🧑⚖️ |
| Theme | 1344th | 2.727⭐ | 35🧑⚖️ |
| Graphics | 1106th | 3.167⭐ | 35🧑⚖️ |
| Audio | 794th | 3.047⭐ | 34🧑⚖️ |
| Humor | 1002th | 2.52⭐ | 27🧑⚖️ |
| Mood | 1210th | 2.926⭐ | 29🧑⚖️ |
| Given | 37🗳️ | 41🗨️ |
I think the camera and hitbox could use a little bit of tweaking. The camera is a bit too high, making it difficult to see where you're going to jump, especially after the early crumbling platforms before the 4 slimes. Bringing the camera down a bit gives the player more chance to react and more confidence in the jumps the first time through. The hitbox felt a tad unforgiving. Making your hitboxes slightly inside the actual sprites can make the game feel better. Pixel perfect hitboxes don't always feel 'fair'. I got stuck and couldn't make it past the 4 slimes in a row because I kept clipping one on either the start or end of the jump.
Overall, really nice submission and you should be proud of the work you did in just a few days! Congrats!
On the topic of hitboxes, yes totally agree - the hitboxes should be probably half the size they are now to be more forgiving to the player. Even though the hitbox being as big or close to as big as the sprite is technically the most fair implementation, it doesn't feel fair, because we are humans not robots playing these games :). That level of precision cannot be expected from players so completely agree.
Now, I have a few of my own suggestions too :).
I like the progression of introducing one mechanic at a time and combining them, but felt that the difficulty ramps up far too quickly once the mechanics are introduced. So I think you had the right idea, just probably needed more time to playtest and tweak, which I understand is hard for the game jam, same here :)
Secondly, a lot of these issues could be ameliorated if your jump had a variable height and quick drop down. So basically, only keep me going up while I am holding down space. Once I let go of space, bring me back down, preferably quite quickly. Mario (and many other platformers) do this very well and you can see what I mean by playing one of those. This not only feels much more responsive and fun to play, but also I have much more control over where my character goes, and even though you had issues with hitboxes and those should be fixed - even with the bigger hitboxes I would be more likely to get past them if I had this dynamic jump height option.
That being said, there is a lot here that I did really like! the art is great, albeit a little busy sometimes in the tiles but for a game jam it's great, the sound implementation is simple but still helps a lot, I liked the challenge behind the platforming sequence, I liked the concept and story behind the game, and I appreciated that you could alter your direction during the jump itself - that did help it feel responsive and fun despite my other criticisms.
I know I rambled a lot, and even though I have lots of suggestions, know that this is still a really good submission and there is a lot of potential here to turn this into a fully fledged game.