Hey look, another rotating world game!
I don't know if anyone's mentioned this yet, but the center of rotation seems to always be around where you start, and not where you actually are. This made things pretty hard for the larger maps, because the further you got, the more aggressively the walls would move during rotations. Also, I'm not exactly sure how the jumping mechanic was supposed to work, so I just beat the game without it.
I like how even though there were a few rotating world games this jam, we all had our own takes on the implementation. Would love to see this concept polished further!