@iamscissors thanks for playing, and thanks for the feedback!
It is difficult to manage your plants out of sight, which is part of the fun/challenge. Though, if we continue this project I would like to add some UI elements to notify players that plants are taking damage out of view. Sound queues would also be helpful. We have some sounds for when lemon trees are being attacked and the sound fades based on the distance to the tree. To go along with this I would also add more ways to navigate from top to bottom, like an unlockable teleporter or something.
Initially the melee attack had a knockback on enemies. It was way too strong, you could basically infinitely hold up a wave of enemies by knocking them back slightly (same with the melee plants). We removed the knockback and increased health scaling of enemies to combat it with the thinking that melee attacks are useful early on but lose their effectiveness as the game progresses so you would need to rely on plants to do the dirty work. We had discussed having player abilities being unlocked through the shop, but those ideas got cut midway through the jam due to scope.
I'm always looking for ways to improve the responsiveness of controls. There is a variable jump (which might be what you're experiencing) where you can control your jump height. Hold down jump to get max jump height, let go early to cut it early. In the future I would add things like input buffers and ledge forgiveness to give some leeway to pressing the jump button early/late.