Unresponsive controls are no substitute for challenging platforming.
If a jump is impossible, it should be impossible by at least a block; jumps that are impossible by a pixel tell the player that they can get it if they execute perfectly. Edge detection is off as well; a jump that should be off of the corner of a ledge is consistently counted as the double jump, which makes the false feedback about jumps needing to be perfect to reach the next ledge even worse.
The first couple of Papa's X games were interesting. Now it seems like they're just trying to repeat a formula that was once good. The way to make a good game isn't to figure out what feature you need to add to the same game, but to find new games.