It clicked for me after I erased the "winding" part of the sentence and the river changed. It reminded me of Baba is You with words affecting reality. It is a bit buggy but that's understandable.
I quite like the level design. It was fun to smash through the traps. I also saw some platforms on the side of the jump maze area before entering and that gave me the feeling of "Ok this game is bigger than it seems"
I think the biggest factor in it feeling like a proper game vs a jam game with janky mechanics is the lack pf polish and focus on the core/most interesting mechanics in the game. In jams, you don't have a lot of time. So in order to make the best game you can under those circumstances, you focus on the unique aspects of the game and explore what's interesting about them succinctly.
In this case, that'd be the word manipulation mechanic. I think, rather than implementing a lot of different powerups, It might be better to focus on making lots of unlockable words and give them a lot of interesting/unique/useful effects.
UX wise there was also some room to polish the mechanic. Ex: I feel that erasing/restoring UX was a bit unclear. It took me a while to realize that the words were getting lighter colored after dragging. It might require some shader/vfx work to convey the erasing. Rather than focusing on making the dragging perfect, it might be better to just erase/restore the words on click. Highlighting the words on hover would also help convey that they are interactable.
You can also look at other successful jam/short games on itch and analyze what they did to make a polished games. Zacchary Richman gave a talk regarding their team's gam jam strategy which might be of use to you:
His team has consistently performed well in GMTK by making polished, unique and appealing games in GMTK jam. So I think it's worth listening to him.
Anyways, I hope this was helpful to you. Overall, it's a very interesting concept that you can expand with more words, interactions etc. I'm interested in seeing where you go next.