Np
Save states and quick saves have been around for some times but Ori is the first game I saw that made it a mechanic in the game. But the mechanic will be quite different in different genres, so it feels different in your game. There's still a lot more takes on custom checkpoints to be explored!
I think the static noise makes it different because when you place a checkpoint you get a limited number of tries before you get swallowed. It might be tricky to decided on the speed it moves, might work to have it slow down or speed up depending on the distance between the player and the Wanly? Also might be tricky to decide on the exact distance on how much you have to progress to be able to place a checkpoint. Might work to instead have some spots the player has to pass through that can be place in the level. In that way you can make some areas shorter and harder, or longer and safer, without having the same number of possible checkpoints on both.
When I played Ori inching forward with checkpoints was really the last resort. It takes a lot of time to regenerate checkpoints, so I would usually just get restless and try to complete it anyway But I think its good that it was there because it make it possible for more people to play the game. I don't think the exact same system would work in your game, but it might work to have a mana meeter which can be used for both checkpoints and a powerful attack, or a healing spell? so that there is a intensive to save up, but also some flexibility.