I'd definitely agree on the mouse sensitivity having a higher ratio, you gotta crank that sucker real high. As for level design and control smoothness I think that's just more your skill as a player that you are struggling with.
In escape 1 you can run to the right wall, wall run and jump, slide (using crouch) on the platform sideways but still looking forward and then wall running and jumping off the left wall. I can typically get to the second room with that maneuver in under 7 seconds.
As for being able to skip the level with the grappling hook, I think that's the beauty of the game and some of the levels is it allows the freedom to take different routes or try different things to get to the goal.
Maybe if Dani wanted a more linear difficulty for his levels he could try implementing an objective system or level proficiency system where like you can get up to 3 stars for each level and maybe one of the stars for escape 2 is to use the grappling hook for a limited amount of time or xyz but I don't think its that out of the ordinary to not have a linear difficulty in a platformer game.
After more practice, that section is no problem at all anymore, thanks! the key was to keep looking forward. My main issue is the red platforms in the lava now, as far as levels go.
I didn't look at it that way, I agree. A player can choose their route. Implementing some sort of system that rewards players for both finding a different path, and for doing certain goals certainly would be interesting. Perhaps the more stars you get on a level, the more upgrades you could get in a theoretical shop? Or even cosmetics for enemies, or fun goofy things. (BOBBLE HEAD ENEMIES)