Thanks for the feedback!
I agree that the general balancing of the die rolls was one of the biggest challenges, though with some persistence I've found that it actually provides some interesting nuance that is usually manageable if you're careful. For example, if you see that the floor above you rolled a 1, you can skip the keys on the current floor which allows you to use the lock blocks as a safe platform. That combined with planning of your route to the key on the 1 floor can usually allow you to deal with the situation. I'm sure there are ways the system can be improved but I did want it to be pretty punishing considering it's a game you can just keep retrying in short bursts.
The jump height is pretty deliberate in combination with the possible floor heights. The most common floor height is short enough that you can jump from the ground level to the ground level of the floor above. The least likely floor height is one tile higher, which necessitates you to use a high wall jump (hold up while wall jumping) barring other means like springs, which was a deliberate decision.
Thanks again for the thoughtful feedback, will definitely consider all of these points if I continue to try to make this into a more fleshed out game post jam.