I had wanted to do more with that at first, honestly! Just kind of didn’t have the time to figure out how to make the progression feel best if I was going to do that… that, and an optional sequence break I wanted to be possible with it didn’t quite pan out and was leading to too many issues with softlocks, and thus had to be scrapped for lack of time. (This game might very well have taken a whole week less to develop, and had more time to refine, had I set my ambitions lower and not attempted that sequence break design to begin with, and thus had more time to focus on making the jump take longer to get in the main sequence.)
If I get to update the game past the jam, I’ll see about restoring the originally intended sequence breaks that would make getting to progress considerably in the game without the jump or extended climb possible, since I think that alone would fix that issue!
Anyway, thanks for playing, I’m glad you liked it!