Yeah, I had the idea of a game where you can climb but not jump for a while and decided to finally try it out.
If I had more time, I'd give the player an option to remap controls. But I spent the last 18 hours of the game jam frantically wrapping everything up to make it feel like a playable metroidvania.
Which is also the reason why the progress screen was there - unlike boss battles, it was a measure of progress I was able to implement in the last 2 hours.