The core mechanic rocks and has a lot of versatility! The binary-launching computer miniboss was a standout moment for me because it required me to use the scythe both as a weapon and as a movement tool. I think it was smart to limit the scythe's utility as a teleport point until it's lodged in a wall, because it'd be overpowered otherwise.
The only issue I had with the scythe is that its long, spinning collision made it hard to aim with precision. Some of the later bouncing puzzles were frustrating for this reason, and a smaller collision might have made them a bit more forgiving. I also think that some timing-based challenges would help the scythe mechanics to really shine. A lot of the challenges revolve around aiming, and I think adding some moving platforms to teleport onto would add a new dimension to the platforming.
There's a ton of potential here and I'd love to see how your team expands on this idea if you choose to continue development. I hope to see you in the next jam!