You've done yourself a disservice by using barebones Java :D
The game is wonky, but the concept is strong. Yet, there's one very bad design decission - you choose your power down before knowing what's ahead, that's what made me stuck after the first (i picked collision).
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Yeah, I found that out shortly after starting that using bare bones java was gonna be tough. Typically I just do software so I am very used to using JavaFX. I was hopping that my knowledge of that would be enough. This is my first game jam and I didn't know what to expect and to some extent it was my first game I did by myself. If I do end up going further with this idea I will likely remake it entirely using a real game engine.
As for the second part of your comment, it is actually possible to not have collisions on from the first level (and from my testing it is the optimal pick). The only ones that will make it impossible for you not to finish is if you pick to remove left on the first one or jump on any but the last two. I may patch it so it will always be possible. Here is how you do the second level without collisions: https://i.gyazo.com/e1eadd5223cba0104bcb80f7229367c1.mp4 (The recording cut off but I was about to jump to the double jump pickup at the end there)
Thanks. Also, I tried to teach wall jumping through the level design. That's was half of the intention of the maze like part right before you hit section 2. (The other half being to teach players that removing some abilities will result in better rewards since it's possible to remove collisions and just go past it faster) Apparently I did not do that right though. I tried very hard to teach the player everything they would need to know from the first section, I am a huge fan of teaching the tutorial via level design. Every single block in the first section was VERY specifically placed to try to teach the games rules and mechanics.