On the SDL version I couldn't see the gaps in the floor - it wasn't until I played the console version that I realised this must have been why I was dying. I did have to compile it for Mac, maybe the Windows version doesn't have this problem.
I can see this being turned into a fast paced, zero margin for error platformer that endlessly repeats on death as it does run smoothly and that could lean into the bare bones geometric visuals.