Thanks for playing!
Yeah, we tried quite hard to design levels with desync to fully utilize the reflection gimmick. That level actually has 2 ways to progress: either you jump near the end to desync the 2 Shimmy's (because the top one has 2 tiles of space but the bottom one only has 1) and then continuously jump, which was my intention; alternatively, you can also use the desynced jumps to nudge one Shimmy off the other one's position, and this way you don't need to jump continuously, this is due to the blocks being fully solid and wasn't intentional, but is equally valid.