The user experience could use some work (in particular, having so much friction between the player and vertical walls that the player has to stand still before jumping doesn't feel great) but this is a solid interpretation of the theme
Viewing post in Buttons and Big Blocks jam comments
It depends on the horizontal spacing of jumps but I find it natural to simply hold right when I'm moving through sections that aren't specifically about precise landings or avoiding hazards in any platformer, and the friction issue can come up on any jump if the player doesn't time the jump correctly or come to a complete stop in this game. I assume this is a consequence of whatever built-in physics you're using under the hood (it would be kind of weird to have this exact problem with collision code written for this purpose)