Thank you very much for playing my game!
I definitely designed the levels around the-hook-cancel (grapple to a wall and jump mid-pull with great momentum), like you said it's not meant to be something explicitly shown but rather something that makes you go "Woah I could do that!?" after you discover it. Maybe I should have made an "implicit tutorial level" or something like that?
The health upgrade right after the punch is supposed to be one you take on after getting the glide, though the very last jump is admittedly a hard one that requires a last-second hookcancel. I kinda do regret teaching the player to do the glide through blind-jumps, I'll have to look into how to make it more elegant!
>if I'm not constantly holding the left key, the character will always throw the grapple to the right
this was one of the things I promised myself I would fix near the end of the jam but DIDN'T for some reason (the reason being I have dummy brain). I'll have to keep it in mind even more from now on
For 100%: there are 3 upgrades (each worth 20%) and 4 heart containers (each worth 10%). The first two levels (not counting the tutorial room with the hook) have 2 hearts and 1 upgrade each, and the tutorial room itself has one upgrade.
Thank you again for playing, I'll love to see your playthrough video!