I think the controls are good, but the initial level design doesn't complement them well.
If you look at twitch platformers like Super Meat Boy and Mario, that have far more precise controls at the expense of animation, their levels are structured in a similar way to yours. It's about the perfect jump, solid timing, fighting against the level constantly until you get it right.
Whereas PoP, Flashback, and other platformers that tend to be more focused on exploration (returning to areas, scoping out an area before tackling it), like your game, tend to be a bit more forgiving, especially at first, in their level design. I'm not saying that level traversal isn't a challenge in those games, but they ease you into it. Your game seems to have design that implies the game is a twitch platformer, when the animations say otherwise. Like there are two aspects at odds with each other.
That's not to say that it can't work, but one or both aspects will need some tweaking. I'd say definitely speed up some of the animations, as a starting point, and then look at making your level design a bit looser, especially with the head-bumping-on-the-ceiling stuff.
I'd also strongly recommend looking into adding a mantle/pull-up animation. Having to jump or "bounce" onto higher platforms is a gameplay mechanic synonymous with twitch platformers, and doing so here doesn't fit the pace very well.
Also, the change direction animation requires a strange order of keypresses to work properly. I don't think it's right to expect the player to hold in the reverse direction that they're running in. Players will expect to press one direction or the other, not have both keys pressed down at the same time.
Oh, and if you plan on taking this game any further, you might want to reconsider the name.
By the the way, I love that wall-stopping animation.