Traditionally, in games, you want to avoid the player losing progress. This is done, first and foremost, by preventing game crashes and corrupt save files, writing good code. It's also done by making sure the player can't get stuck, which would force them to reset the game, thus losing progress.
Then twitch streaming became a thing. And people realized you could make a cheap short platformer that's 20 minutes long, but not bother making checkpoints (further saving costs) and people would draw big crowds to watch them get butthurt about losing progress. This works especially well if you follow the carnival game premise: it looks easy, but is actually very difficult. This started the Rage Game genre, with examples like Alt+F4 and Getting Over It.
I generally have no interest in these things, because I, like most people, hate losing progress. Get To Work, however, caught my eye because it's the first rage game I've seen reward you for losing progress. There are dozens of interesting, fun, alternate paths that are only accessible by messing up. Oh, also, the movement system is inherently enjoyable to use, just going places in this game is actively fun, otherwise I wouldn't bother with it in the first place.
After playing it for a bit, I realized, there *are* checkpoints in the game. Hundreds of them, one on almost every platform. They're there so that you *don't* lose progress when you quit, whether because you're actually done or because you rage quit. They spent significant effort on a save system that ensures you only lose progress *when the game developers want you to*, and you only lose as much progress as they want you to. This makes the geometry of the level itself into a kind of checkpoint system, and the developers clearly put a lot of time into making sure that you have multiple opportunities to save yourself from really, really huge progress losses. These saves, shortcuts, and alternate routes are so fun to explore that at one point I discovered a skip (from level 2 to level 4 of one of the rooms), and I actually went back down to level 3, just to see what was there, because I was confident that I could do the skip again.
The game is surprisingly good at building confidence. The movement system is very deterministic, and nuanced (as long as you play on controller, I cannot imagine playing this game on keyboard). You definitely do get better as you play, it definitely does matter, and stuff that I would balk at during the starting areas, I now breeze through repeatedly when I inevitably fall down and have to do it again.
What the developer has done here is a kind of aggressive minimalism. They want to get every single drop of enjoyment out of every single ramp, and so they use progress loss as an intended game design element. Unlike with most games, progress loss doesn't mean you're missing out on a huge rest of the game that you would rather be playing: the game is only 20 minutes long, there is no big rest of the game, this *is it*. And because of the quality movement system, complex environments, and alternate paths, it's worthwhile to fall a bunch, just to see where all the stuff is.
That said, man do I wish there was an actual "level select" menu. I definitely skipped some stuff (like the free hat) that I want to go back and try, once I either win or give up on the main quest. And the only way to do that, is to start the whole game over. Also, at one point I fell out of bounds and got brought back to an earlier area that was supposed to be literally impossible for me to reach (way way below the actual floor of the big room I was in). A level select screen that lets you go back to a starting floor, would have compensated for that bug.