I made a game (AAAAXY) that could have been inspired by yours except that I didn’t know it. We had a lot of similar ideas, and clearly both influenced by a certain game involving gravity flipping.
I like how you managed to make it an intentional mechanism to just have one active checkpoint and no teleporting to different CPs - in AAAAXY I made sure it is possible to beat the game that way (“No Teleport” run), but I am impressed by how well yours worked out without that mechanic.
Only issue is, I thought the way up in from Not All Those Who Wander Are Lost was impossible due to the double spikes, and ended up relying on an online available map to look for alternate routes, until I realized it must be possible. For a while I thought I need another ability, not realizing a very intricate combination of walljump and doublejump does this feat. I wonder if some kind of “hint” in the game would be useful here, e.g. maybe another place like this elsewhere where it is obviously the way to go, or at the very least some kind of hint about now having all abilities there can be?
Especially as I was thinking for a while I was lacking another ability - the green things hanging from ceilings kinda remind me of the similar looking things in Earthworm Jim that one can cling to or even propel off via Snott. Although I don’t see how that would help :)
But all in all a well rounded game. Good work!