Thanks for the feedback, kilgour.
I expect this game to be an average level needle. I definitely don't mean it to be a v-align grind (except the final jump, where the needed v-string is achieved through full jumping). For the first jump you mentioned, I removed the downward spike that made the corner - that lets you hug the wall at any v-string (new version is at the same download link). For the last jump, it's more of a joke than of a real jump - once you know that you should full jump, it shouldn't take more than 20 tries. Tell me of other v-align dependent jumps that you found, and I'll look into them as well.
Save balance: I tried to make saves equally hard, and when I played through the game, I never felt like some saves were significantly harder/easier than others. Some saves have easier jumps, but then those saves have more jumps in them. Let me know of the saves that felt too hard or too easy, I'll check them.
First jumps are intentionally harder than the rest of the save, it's the kind of progression that I find comfortable as a player.
Aligns: to be honest, I don't see what is wrong with them. The most natural align in the beginning of every save should be good.
Visuals: I experimented with them, but I don't feel like I have enough creativity to come up with visuals that would be complicated and good at the same time. So I just settled for something simple that wouldn't distract from the needle.