Thank you so much for the comment! I did try to experiment with making the swing more physics based, but it ended up getting extremely buggy, so I decided to go with this more rigid approach instead, especially considering I didn’t have much time to focus on the game. The lack of checkpoints was intentional (one of my inspirations really was Jump King), but I agree that it ended up being very punishing. Anyway, thank you again for the feedback! After the jam I’ll probably work a bit more on the game and try to fix these issues, and you’re more than welcome to test it again if you’d like, haha.