Played a bit of #JumpKing earlier and I'm not sure I've played another game where the penalty for failure is not just loss of progress, but a higher risk of losing even more progress.

Like not a roguelike, not the Gradius effect, etc. where they're either designed for repeatedly starting anew or have a hard checkpoint that you can get stuck at - but actually moving increasingly further backwards. Usually there's a point midway where the difficulty is locked or the loss of progress is capped.

It also seems to loop two specific major potentials for failure - right before some generally-inconsequential midpoint where there is a short-term cap on how much progress you can lose, or right before you reach a new area. In either case, difficulty is suddenly ramped up right at a point where failure sends you back to the previous area (and generally right at the point where failure _there_ will cost you an entire additional area worth of progress).

I played through ~most of Getting Over It and have watched the rest multiple times, and I can't remember if even that game has a situation where they set up difficulty in such a way to where successive failures not only increase the difficulty but also increase how much progress you can potentially lose with each additional failure.

Am I misremembering it? I feel like you were more or less hitting checkpoints where the worst you could do is flounder at resuming from where you fell.

Part of what makes Jump King kind of insidious is that they structure the pattern of jumps in each area in such a way that when you inevitably lose a ton of progress to a major fall and need to complete a series of tricky jumps in a prior area to avoid losing more progress, the layout and structure of the area is different enough to second-guess jumps and grinding the latter area skews your muscle memory - meaning you're more likely to lose another large amount of progress.