Thank you for checking us out! Pretty much all of that is on our list of things to improve once we grow past our "48 hour game jam" version. The current framing is limiting, but sufficient for "testing the waters" for player interest. This also explains why the difficulty curve is so aggressive; I want to showcase the full potential of the game idea within our single 20 minute level. That said, I've seen some people struggle hard and others breeze through it in 10 minutes, so the perceived difficulty is very sensitive to experience level too.
Viewing post in The Fish Scales jam comments
That's actually something we were considering... It's already totally playable on mobile if you ignore the compatibility warning on itch, but it's missing some important features like air control and quick respawn, hence why we don't advertise it. I've done a full game run on my phone before, so I can at least guarantee it's winnable.