@frenchie, thanks for the feedback!
It actually would be a piece of cake to make the camera orient on the user. But I wasn't convinced I really wanted to do that, and left it out. I think I was concerned that it would move the world around the player too much and could be a bit dizzying. I don't know if "lagging" the camera a bit behind the player's alignment might help or hurt with that.
There's been a few other games with a similar control scheme to mine; on one of them, a user suggested orienting A/D to "left/right", but with the same key meaning the same clockwise/counter-clockwise direction until it's released. That could possibly work to help alleviate confusion with the controls... but I imagine a quick reversal after the "meaning" of D had changed might then be surprising. That is, if you were underneath the world, and used "D" for right (counter-clockwise), and then, once you looped around to the top of the world, you quickly released and then pressed "A" for the reverse direction, you'd actually wind up going in the same direction you were, even though it's a different keypress.
I imagine you could fudge that away with some sort of release timer or something, but anyway it's an intriguing idea. Of course, the camera alignment method is much more reliable at ensuring the player isn't confused about the controls.
Another way to improve visibility of the world-gliding enemies would be to have the camera zoom out a bit more, either by default, or when the player is near the prime jump spot to that world.
Enemy avoidance would probably be much better if I improved the ability to jump when you bounce from the big landings. Maybe I could find a way to fudge that so it "feels" better.
I don't currently plan to do a post-compo version of this game; or if I do, it'll probably be very substantially different (and later).