I like the premise of this game, and it's rare to see a hyperrealistic art direction in a game jam. But I think for a game that relies so heavily on movement, the "charge-up" jumping mechanic was counterintuitive to the game design—especially considering there's a timer running.
If you missed the jump (which was likely, given its unpredictability), you'd have to do a charge-up jump on each previously cleared shelf, and that's quite tedious—as was trying to get up the stairs (upon reaching the summit, it was very easy to spin back around quickly and fall off again to the last step).
I'd much preferred to have a regular jump function, and would have probably still found it challenging, but more achievable. But again, the idea of being a cat breaking expensive art pieces is a fun premise, and I enjoyed the interesting atmosphere you cultivated here. Was also highly impressed with the way the ceramic broke into shards. Great job!
EDIT: I didn't realize there were simplified jump + no timer options. Good accessibility!