Hi!
hurting the experience to a dangerous degree
Actually, when I tried your game, I was somewhat irritated by that fact.
You mentioned the game would generate new platforms when you are on one of the top branches... I obviously don't know how your algorithm works, but I believe that means you would only have to change that small fact? Like instead of generating when in the top-5 branches, generate when in the top-20 or so? But that would actually completely depend on your code, so maybe it wouldn't be that easy..

J0
Let me begin this post by saying thanks for the feedback.
It took me like two hours but I did it. Now platforms and lines won't just pop out of nowhere. I must admit that when I was testing my own game I didn't even see this as an issue. I thought it was just part of the game and I wasn't too bothered about it but after all, I'm the developer not the player.
I was half right when I said that I would have to change the entire algorithms. I didn't change it entirely but I completely re-made the function that checks when to keep generating the tree and how to generate it.
Originally the reason that the game waited for the player to step on one of the highest platforms was because at that point the game would take that platform as the new nucleus and keep generating from there. This is because if the tree generated from all platforms to all directions then in about 30 seconds the game would just be playable on a NASA supercomputer. So my game had to choose where to keep generating and it had to choose well.
I changed this to a less accurate (but apparently as functional) way of doing this. Now the game just checks to which platform you are horizontally the closest to and just chooses before hand this platform as the new nucleus so now it can keep generating even before you reach the top. When does it check? Well, this function is triggered every time another function detects that right above the screen there are no more platforms. So whenever the screen moves down, more platforms are generated instantly.
This sounds incredibly obvious. Just generate more platforms. But it was more complicated. Just doing this would lead to the game losing reference to the platforms below and by below I mean about the center of the screen so you would instantly fall down. This happens because there is a limit imposed on how many platforms can be alive at any moment. Being honest, the hard part was making it so just the right platforms are destroyed and created.
It's fun and all but I personally found it too easy for too long. How does the difficulty rise in-game because I could play for long before it was starting to get difficult.
But still looks promising and I'm keen to see where this project goes. Keep it up man!
Unfortunately the difficulty doesn't really scale in my game. At least not for now because I saw that the game was hard enough because no matter how much I practiced my own game I would always eventually die, never getting an extreme amount of points. Usually between 5k-20k. However a valid complaint is a valid complaint but fortunately for the fix I did regarding platforms appearing out of nowhere I changed the generation algorithm so that it is way more likely for platforms to be higher. This means that now, in average, the jumps are more difficult to do. Hopefully this also answers the problem of difficulty.
Thanks for your comments and constructive criticism. I love programming and game design so I take these as fun challenges. I just uploaded the version with these fixes (now v1.1.1) so it should be available for download in about an hour.
Edit:
And just to let the people now. I took out the video from both this forum post and the play store page because now with the smoother generation it no longer represents how the game plays or looks. When I get around making a new video I will update the page.