Deciding to tie two fundamental game verbs to objects which were equippable and unequippable is a nicely novel concept and I'm glad to see it put to good use here. Hit detection was a little fiddly in places; I had more than one time where either orbs weren't activating pedestals like they were supposed to, or I wasn't able to pick up orbs despite being right on top of them.
That aside though, this game was very well-executed! I especially liked how forgiving the walkable angle of the drawn platforms was --something that could have easily brought the experience down.
I also want to point out how smart an idea it was to make platforms only drawable from existing platforms. It would have been nice to have the freedom, but also extremely abusable. Much better to limit the scope like you did for a 48 hour jam.