I've been playing these games (precise platformers with infinite lives and quick restart, or "die-and-retry" platformers as the description puts it) since the early days of Jumper and the original N. I never actually got that into N or any of its sequels, but Maddy Thorson's pre-Celeste works were a big part of my childhood (I particularly love Jumper, Jumper 2 and Dim).
Something I noticed as this subgenre evolved is that it started developing a two-tier difficulty system, where the main levels were usually geared toward players who are new to the genre, so they would be hard but never push your limits too much. And the truly challenging stuff for veterans would be optional content like time trials, collectable trinkets, or secret levels that aren't relevant to progress.
It's a system that has a lot of advantages, since it welcomes new players while placating experienced players. But as someone on the "veteran" side, I found it refreshing that this game eschews that and simply making progress becomes quite hard as early as Chapter 2 or 3. I sort of miss this kind of game. It's more exciting to me when the core path through the game is difficult, compared to when the difficult parts are optional and just give me a checkmark on the save file.