Y'know my thoughts went back to the concept of a standalone JUMP, and I'm not entirely sure if it would require SMW's context all that much.
Like, sure, it would probably borrow a lot of SMW's mechanics anyway, but I think a lot of the stuff this one has showed off so far is actually intuitive enough without actually being familiar with SMW's weirder stuff or jank. Some stuff ( i.e. a Rip Van Fish equivalent ) would probably need to be introduced in a normal context in an earlier level, but I don't think that'd be all that troublesome in most cases ( i.e. you'd just need a water level with Rip Van in it, which isn't exactly restricting ) outside of requiring some careful logistics.
I guess it'd still be irrevocably linked to SMW due to those recognizable mechanics, but at the same time La-Mulana's basic gameplay is pretty irrevocably linked to Castlevania what with its jumping physics and how your starting weapon works ( plus subweapons are pretty Castelvania-esque aside from using their own ammo instead of a shared total, though on the other hand the jumping physics from what I remember are more like Ghosts 'n Goblins, or at least Super G&G ) and yet it stands out pretty strongly on its own. A standalone JUMP would probably have a stronger link, but to SMW hacks rather than SMW itself, which most people wouldn't actually be all that familiar with.
I dunno, it's interesting to think about, because it doesn't feel like the last five or so videos have had something that wouldn't be understandable by someone who has never touched SMW in their life before this hack, aside from the puzzle in the storehouse. The closest an actual level from those those videos has come to breaking that feeling is like hongry plants, but 1F0 was introduced in literally the second level and has been used regularly since, and the bowling balls, while janky looking, don't really need the context of the classic Bowser boss to understand ( they're just big ol' obstacles with a weird yet always consistent movement pattern, after all ). The only strong contention is the vines eating non-blocks, but I might just forgetting an earlier level that introduced that and the level only really involves one non-background block being eaten and it's just to make an obstacle more complicated, so ...
That's the thing, I suppose. SMW's general mechanics are pretty dang intuitive and these levels are really good at introducing concepts that might not've popped to mind on their own, so it's actually very friendly to new players. I mean, I wouldn't recommend it to someone who's never played a single platformer before, but someone who's just never played SMW before? I'm sure they could pick it up just fine and then I'd be proven wrong by one early level I forgot about that doesn't introduce a necessary yet not very intuitive concept properly, but hey, that's something that can be worked on if anyone was actually serious about doing something like this.