I love the concept. The scale of the golem is absolutely felt and I thought fall damage was a really funny and clever choice. I also thought the movement of the golem constantly changing the layout of the platforms was very cool. Having said that, the platforming felt really slippery a lot of the time. I think this was caused by a combination of really strict platforming and the movement of the player being slightly inconsistent and difficult to predict due to the movement of the golem. I think a way of zooming out or seeing how the golem is currently moving would help a lot with planning out your own moves, although I could see that detracting from the scale. Lastly, I found myself waiting for very long stretches of time for the golem to move into a position I could proceed in, becoming completely disengaged from the platforming. Overall, a lot of neat ideas I would like to see explored further along with improved platforming.