Felt a bit confusing at first that I wasn't able to jump, wondered if I was just missing something, though at the same time I was able to progress and figured I'd just see where it'd take me. But it does feel a bit jarring as we're so used to jumping in games, and I wonder if a simple story-related reason for the inability to jump (and later learning to) would help with that (maybe the stereotypical ghost with ball & chain look lmao).
Shift + X for moving down platforms seemed a bit weird as a button choice, until ledges became a thing. Still, if you're not using the arrow down key for anything, maybe just pressing down would be more intuitive? Speaking of buttons, I'm not sure why the UI doesn't allow me to use spacebar (e.g. when moving through text), and why the button for skipping text is different from the button to proceed to the next sentence. That felt a bit unintuitive to me. On the other hand, I was afraid I wouldn't be able to remember all the controls for grabbing ledges, but those ended up feeling pretty intuitive.
The intro felt a bit long to me. That's partially because when playing a game, I generally prefer to be thrown into it immediately and get to run around, get a feel for the character and controls, etc. I'd prefer a cut scene to happen after I've done a bit of running around, preferably by running into that character myself. It just makes it feel more like I chose to start the cut scene, rather than this feeling of waiting around for the game to begin. But that could very well just be me.
These are all pretty nit-picky things, though. Generally, the game felt good to play and the challenges were fun and of the right difficulty. The checkpoints always felt fair and prevented any annoyances on dying. I quite liked the section from the first screenshot, with all the jumping from ledge to ledge.