Thank you for the feedback!
It did end up feeling a bit like a “rage platformer”, and ultimately we had to choose between making it super hard to carry the ragdoll (dragging up slopes and such) and adding a time limit for grabbing.
Longer levels were on the table, but ultimately they were the biggest crunch, so quality in short won over longer/bigger but less polished.
Despite not being entirely up your alley, we really appreciate the play and great feedback, thank you so much!