I liked the game a lot.
The only thing that I would change is that, when falling, the impulse considers the falling velocity and the insentity of the canon changes. I would zero the velocity always before applying the impulse, So it would work the same insentity every time.
Interesting. So you're saying if you're falling and you do a full charge, you'd want the charge to be the exact same as when you're on the ground?
The cool thing about the current controls is that you can balance yourself out. So you can do a full charge and blast yourself into the air and whilst you're flying to the right, you steer to the left and charge to perform an 'Air Break'.
The controls might need some getting used to - but they actually allow for some advanced shit once you got used to it. You can also do a pretty high jump if you release a charge the moment you land on the ground.
My next step would be to port this to iOS and Android and adjust the control scheme to work with a virtual little disc - so you'd set the direction with your left thumb and by pressing and holding your right thumb down, you'd charge up.
The whole idea about this really is to put a different twist on precision platforming by completely changing the control scheme and making it work with touch devices, so it'll be interesting to see if it feels any good once I ported it to that.