Solved the first 3 levels but gave up on the 4th as it required not only to time a frame-perfect jump on yellow’s dash with green and then hope that somehow using blue wouldn’t mess up with green’s frame perfect timing so you could end up using it as a platform with red at the end. Which seems impossible to me (or would require grinding for at least several hours to hopefully get it right).
The idea is definitely great and allows for lots of cool things in level design, but right now it’s frustrating due to the high difficulty of the platforming. The precision required is also way too high as even if you understand how to solve a level, you might be unable to solve it due to the high skill level required. The frame perfect jump in level 4 is a good example of that, as not only you need to time it but also do a quick move left right after before doing an upward dash so you can go upwards. Another example are the paths you can only take when verticaly and not horizontaly, those require to be pixel perfect for no proper reason and so you might try 10 times to have it right once. And add to that using your previous selves as platforms will push them down, meaning not only you can’t take your time but you will also break their path doing so making planning routes a bit of a mess.
There’s truly the basis for a great puzzle platformer with that mechanic, the graphics work pretty well and feel polished too and audio is good overall. But the difficulty is absurd for a puzzle platformer where the main challenge should be in finding the solution to levels, not performing said solution.