Nice devlog. The idea of changing the jump rules in a puzzle-platformer is interesting because it can affect both movement feel and puzzle readability.
One thing I’d watch closely is whether players understand the new jump behavior from the level design itself, without needing too much explanation. If the first few levels teach the rule through safe, obvious setups, the later puzzles can probably get much more creative.
The turn-based puzzle-platformer mix is a strong hook.