Thanks so much for the kind comments! I'm the artist and programmer on the team and my friend is the audio designer. Both of us aren't level designers and I think we also noticed it while playtesting. Another thing that probably messed the level design up is that we were making it hard on our standards and for saying we spent a week playing our game while developing it, we got pretty good at it, skewing the difficulty of the parkour bits. Thank you for pointing this out though because we definitely learnt a valuable lesson for the future.
That's a super common gotcha even for experienced designers. It's really hard to be objective about the difficulty of a game when you developed the movement, know where everything is, and set up the optimal path, especially when you programmed it and know its inner workings. Getting to watch as many people as you can play your game is the best way to gain that objectivity.