Creative mechanic. Finding out how it worked gave me that “OHHHH” moment. Execution needs some work though.
First the tutorial. The tutorial did a great job showing the parkour mechanics of the game. It did not, however, show the color switching mechanic at all, which is the core part of the game. Combined with the attack not working, this made for a very confusing start to the game.
Then the controls. I found it difficult and unintuitive to memorize which key to press to switch between specific colors. This made it harder to execute quick color switching maneuvers.
Level design. A crucial aspect of level design is communication– nudging players to go towards some destination implicitly or not. In the tutorial level, the last fall from the platform is not clear that it is even there. It is also sometimes easy to forget where obstacles will spawn when switching colors, making it easy to accidentally get stuck into objects when you forget where they will spawn. Making the direction to the goal subtly clear is an important, difficult, and interesting part of game development.
Overall, great game art and polish! Couple bugs, level design, (soulslike) tuning issues, but creative take on the theme and execution.