Definitely the best looking take on this mechanic I've seen during the Jam. I'd love to see this aesthetic in a game that had more time to be technically polished.
The final level used the mechanics really well, having to go back and forth a few times to even things out. My one recommendation, and this is just for how I personally play games, is that I don't think a game like this needs really precise and difficult jumps. Once I knew what I needed to do, having to try a bunch of times because I was a few pixels off was more tedious than fun. Great looking game though!