Having to reach the end doesn't seem like a game-specific goal, though. Not allowing the player to go back seems like a solution for playability. If you let people go back, they might not realize that this is about exploring and be confused as to what to do.
As a notgame, it might be a weakness implemented in this way, but does not allowing the player to teleport back immediately prevent this from being a notgame altogether?
You could argue that the goal of any
linear media is to get to the end; in TV specifically the viewer is forced to keep watching in order to find out the rest of the story. Thus getting to the end as a goal does not seem specific to games.
I see jumping as an extension of basic movement, providing a slightly more in-depth way to explore a space. The
meaning of the jump action in this work would be that the space is more complicated than a simple plane, and thus it requires more effort to explore. By jumping, you feel more like an explorer that has to squeeze into tight spaces and crawl up ledges and jump across them. It adds an element of adventure to exploration. To me as a notgame player, that's pretty meaningful. I'd miss it if it wasn't there.
Hopefully I'm making sense here...