Cool concept, I don't think I've ever played something with a control scheme quite like this :D
The physics for jumping and the "attraction" towards your cursor feel really natural, which is an impressive achievement in a bare-bones engine like Gosu. That meant that, when I fell off, it felt like my fault, rather than the game's fault, which means it's rewarding when I managed to complete a level.
With some more polish outside of the time constraints of the jam (e.g. moving onto the next level automatically), I could see this being really excellent!