Hello, thanks for playing, and for streaming/recording your gameplay.
The game is more of a prototype of a core gameplay loop, which would be part of a bigger experience (bits of narrative framing, multiple characters, multiple visits to monster pit, etc.)
We had to trim a lot of this down, to get something partially finished for the jam. So we focused on getting a playable monster pit, with a small variety of enemies, and one character.
Checkpoints aren't conducive to the tone we're going for; as each character is only meant to have one-shot at the monster pit.
The music also always needs to start at the same point, to allow the rhythm to match up with block-breaking.
The problems you've described would have been lessened by the inclusion of the aforementioned narrative beats & changing characters, as the player would have had breaks in between gameplay sections.
However, since the narrative & other characters are not included in this prototype, the game is more frustrating in it's structure than it was intended to be.
(I also rushed the Player-Animation & Attack Collision, leading to a lot of players commenting on the game's difficulty. This was a mistake on my part. I should have increased the size/collision of the player's hammer.)
I enjoyed watching you play, and was surprised that your "avoid enemies" run actually got you further.
I also noticed that you always aimed to fall on the bottom floor, and never the raised platforms, which was interesting. I suppose by separating the play-field, I inadvertently made gaps, which may be more satisfying to land in, rather than on the raised platforms.
We'll be working on and updating the game post-jam, so take a gander in the future if you're interested.