So I totally see what you're trying to do - I think a difficult rage game can be really fun, but only if it's done in a way that feels fair.
Because the controls of this game don't feel very great, most of the time when I failed, it didn't feel like it was *my* fault as much as it felt like the game's fault. Obviously you could respond with a "get good," but the game isn't very rewarding to play. It kind of feels like, what's the point? Since the controls feel so bad, the entire conceit of the game kind of falls apart. I don't feel a need to get to the top of a difficult tower when there is very little joy in playing the game at all.
As others have said, a big part of that is the inability to look down and judge how far you are from the edge of a platform. That, along with moving platforms that don't move the player, makes many jumps feel unfair in a way that's frustrating without being fun. I also think air control would go a long way in making the game feel a bit better - Once you jump, you're locked in to the momentum of that jump, and you can't adjust your trajectory while in the air. It's realistic, but it doesn't feel the best.
Listen - You've gotta start somewhere, and I think this could totally become a cool game. There are a lot of popular rage games, and the ones that are the most popular strike a balance between good controls, and difficult level design. It looks like you've got a good grasp on difficult level design, so honing the controls is the next part of completing that formula. I think it's really novel that someone could add their own map as a mod for this game, but without good controls, I think it would make more sense for most people at that point to just create their own project, with a character that can look up and down.
I imagine you're going to leave a very defensive response, as you have with your other comments, so I'm super excited to see how you roast me. You told someone that their critiques weren't valid because they had no published games - I actually think those can be the best people to receive critiques from. Without knowing the inner workings of the game they can let you know, unobscured, what does and doesn't feel good about a game. You don't have to take all of their suggestions, but a layman's perspective is the perspective that most people will approach your game from.
Played the game for a little bit on stream here around 1:49:15