badly designed is subjective, but i did make this in highschool so it definitely shows that walljump was tagged on at the very end without much critical thought.
If you want to genuinely enjoy the game, you should do a full playthrough without walljumping. If you don't walljump (minus small convenience jumps) I can assure you that you can't get stuck. The level design was not designed with walljump in mind, I just wanted to give people a cool tool for sequence breaking and speedrunning. Same goes with skelemania (although i regret including it in skelemania).
I decided to just play through the game myself again because it's been awhile. Here's a list of all key locations:
- Green 1 - Bottom of spike pit next to dive location [meant to unlock dive]
- Green 2 - Room east of dive location [meant to unlock backflip]
- Yellow 1 - Upper-most Diglet room [meant to unlock rune pedestal room]
- Pink 1 - Upper-right dead-end corridor under Yellow [meant to unlock access to pink rune]
- Pink 2 - Lower-left corridor that loops back to Green [misc, can be used to unlock 1/3 of cyan rune]
- Cyan 1 - Top of far-right tower [misc, can be used to unlock 1/3 of cyan rune]
- Blue 1 - Bottom fish pit [meant to unlock blue rune]
- Blue 2 - Fish corridor by Yellow [meant to unlock yellow rune]
- Orange 1 - Teased in upper Orange [misc, can be used to unlock 1/3 of cyan rune]
- Orange 2 - Exiting from blue [purely for convenience]