Giving the player an upgrade that changes how they interact with old rooms pairs so well with 'Foddian' level design, I'm surprised I haven't seen it before!
It changes how you play through old rooms, adds some skips that let you get back to where you fell faster, and even saves you from falling on occasion. All this without adding any new controls — seriously, well done.
What's here is charming, polished, and fun. I've never played a game like this before, but thanks to these design decisions I was compelled to beat it. Challenging but ultimately fair!