Great little climbing game, reminds me a lot of DK Jungle climber/King of swing with a hint of the Getting Over It/Jump King school of level design. I love the amount of little control nuances you give the player in the face of such a tricky mechanic, and I love the openings you leave for different strategies (Spinning around a point for momentum, pulling yourself up with 2 arms at once, etc.). The secrets are also a great touch.
I do feel like the disappearing points leave pretty quickly, but I think that's due to the context of such a slow moving player. I'm only ever given room for 1 push/pull on a temporary point before it disappears, which does close up that aforementioned openness for different strategies a bit. I wonder if the level design could benefit more from focusing on how you use momentum to scale things, rather than the emphasis on quick decision making as the main obstacle.
That's just my thoughts though, what's here is great, and I can absolutely see this game becoming a speedrunner cult favourite. Consider an option for an onscreen timer in a "Post-jam" version?