Certainly an interesting game and concept, I love how most of the map is designed to be unforgiving to mistakes, but the grappling hook has a rather major exploit to it - while you can take damage from hitting a wall due to a fall or unfortunate swing, you take zero damage from the grappling hook stopping your fall, and at the same time the hook can grapple onto the sides of walls if it's being reeled back, and the rope has chain physics.
This means that while falling, you can throw your grappling hook over the top of a wall or branch and hold shift to keep reeling it up, so even if it fails to hook onto the top surface and dangles over the wall, it'll be pulled back up by the rope and almost certainly hook and safely stop your fall (given that you don't hit the ground before it dangles over the surface). This makes it possible to completely skip most of the intended progression, whether intentionally or not. I think it'd be more fair if grappling could deal damage based on the amount of tension force received from the rope, so that you at least have to swing to avoid terminal falls.