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Second room killed it for me. The small amount of lag caused by having the game fullscreen made the penultimate jump through the second batch of red stuff onto that little box and then up to where the last two collectibiles are literally impossible to pull off.

I was able to complete the jump after minimizing the game and finishing the level in-browser. But it reminded me why I don't like puzzle-platformers. If a small drop in frame-rate was able to make a jump impossible now, it's only a matter of time before I'm doing some tricky jump later on in some advanced stage, and a lag spike kills me somehow, and I have to go alllll the way back to the start of the puzzle.

It's not your fault. I just don't like this genre.

Sorry to hear that there were lag issues with the web build :( If you're interested, I can send you a steam playtest key so you can run it that way, which hopefully wouldn't have those issues. While the introduction to the game is certainly a bit more puzzle-platformer-esqe, this is primarily to teach some important mechanics in the game, and it opens up more into an arcade-y strategy game after the introduction. All this said, I'm currently finishing up a new build (that has been a work in progress over the past month, roughly) which makes many changes, including the intro section of the game.

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If the rest of the game isn't about timed jumping puzzles, why does the second room introduce us to timed jumping puzzle red goo? ๐Ÿค”

This is one of the major changes I've already made to the introduction in the new version (which hasn't been released yet). I agree that in the version you played, the point at which it is introduced is just not great, and can easily set the wrong impression for what the game is going to be about lol