I wanted to have some better tutorials and more level in general, but getting the character able to move in general took up all the time I had XP
The initial jump is a pretty big hurdle, but I also wanted the game's movement to be the forefront, where the tutorial is that starting area where you can sandbox around with the movement.
Getting familiar with the spin and how the vibe levels strengthen your push off make the jump much easier, but I probably should've widened it a bit more to jump up and down off some platforms - The movement is definitely inspired by rage games, but I wanted to make a less frustrating puzzle platformer than those; just didn't have time to get all of the puzzles/level design down since I spent nearly the whole time wrangling the physics engine lol