Looks good in general, relatively good feel to how it moves. I have a few things to consider though. Please remember, that for the most part, this is just my opinion.
1) early in the video, when jumping from one floating island to another, the landing site actually went completely off the screen. This makes it more difficult to make sure your going to hit it.
You might want to lower the screen view a little, or zoom out a bit. Maybe even only change the Y/Height if the player moves outside of a certain Y range from the last platform they rested on. I.e. jumping wouldn't make the screen go up and down.
2) The camera movement is a bit jerky. (It called me names)
- I would recommend a leash camera with a spring and friction. Right now, it appears you have the camera tied directly to the player, so when they jump, the scenery moves as intensely as they player's force.
- Example of spring : http://www.myphysicslab.com/spring2d.html - though this only shows a spring, and without friction, so it just keeps moving.
- without involving too much physics, I'll just give you the concept of a very simple spring. Determine the difference between the X locations of the center of the view on the map and the location of the player on the map. Then, reduce it to 90% at every update, or 95%. (I.e) CamX = (PlayerX - CamX) * 0.95. Then do the same for Y. Also add an if statement to determine if CamX is greater then PlayerX, and if so swap the subtraction variables.This will allow the camera to move a little more smoothly. Normally, I would apply polar coordinates, and multiply the distance by 0.95 (also taking into account a leash length and friction), and then reset the camera to the new polar coordinate from the player, but that involves a bit more physics.
3) from looking at the image map, its hard to determine where the player should go. What happens if they were to go all the way to the left side of the map? is it an alternative way out of the map? Its not bad, I'm just a little confused from its purpose.
4) there were areas where the player had to jump down, into something they could not see. I.e. the point where you landed on the enemy unit by accident. You are creating circumstances that prevent the player from succeeding without luck. Usually the idea of jumping down to where you cannot see is instinctively bad for game players who don't have some kind of assurity that they will be OK I.e. will players land on spikes, on an enemy or perhaps a bottomless pit that just gets called death?
- Perhaps a peek method, I.e. if a player crouches, or holds a button plus a direction, the camera will shift that direction so they can see a little farther.
5) relating to (3), since the player has no specific direction, I.e. in Super Mario Brothers you could only go left, for instance, it seems like something else about the level should imply a direction the player should go. I didn't see hints.
6) This may not relate to the nature of your game, but it didn't feel like there was a purpose to the level. I.e. In SMB1, you immediately have a very simple character to jump over, and then a block to hit and you get a mushroom to make you big. You could make it through as a small character without squashing anything, getting the mushroom/extra life, using a warp, etc...but it does introduce you to the concepts. Then you leave the level through a pipe, hinting that pipes can lead you down.
- Typically in a game, each level has a purpose to show a challenge of gradually increasing difficulty, introduce a concept, or move the plot.
- to be fair, there is not a lot to go on, so you very well could have more than the video and text showed.
again, these are just some takes I had on it. Over all, I like what you already have.