Hey! Just wanted to chime in as the programmer and level designer and say thanks for your very detailed feedback!
That specific spot you mentioned seemed to give a lot of players trouble and it's safe to say I got a bit carried away with the difficulty as Celeste is one of my favorite games. Moving forward we'd like to shy away from that very difficult and technical platforming style. Others have mentioned your frustration as well with there not being much room for error and having to start at the very beginning of the level sequence.
I'm glad you were able to complete it despite your frustrations. As previously stated we have fine tuned the controls to a great degree since uploading for the jam so hopefully you'll give it another shot in a little while when the jam ends!
Regarding combat a theme we really wanted to incorporate was "energy" of the music, so landing hits on beat increases the level of instruments and brings more life to the track, however it is agreed that this could be executed better or achieved in a different way without timed attacks.
You give some very good insight into "what type of game is this supposed to be" and is the exact question we are asking ourselves moving forward.
So thank you so much for the feedback! It is extremely helpful
Cheers