Yep, certainly you want to assign mutli-part physics bodies to the player if possible, not the solid objects. You’d need to make at least one “feet” object if the player is something like a jumping Mario, and a “head” object, maybe even “body” and “arms” too. Then, you’ll need to do alot of post-collision processing (conditional checks, positional checks between the player and what it hits, etc.) to determine what action to take.
Again, it’s ironic that 2D platformer movement remains one of most tricky things in modern 2D game coding! One of my eventual goals is to use Corona to resurrect an old 2D platformer game concept that I started making many years ago in a now-ancient language (Basic!), but as I truly consider doing that, I think maybe the core idea could be converted to a 2D top-down view to avoid the complexities of gravity, “only sense from the surface of the platform”, etc.
I’m not trying to dissuade you from your game idea, just pointing out, it’s tricky to fine-tune 2D movement and collision of this sort. 
Brent
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