i loved the graphics and the music! there's just something just so tactile and satisfying about pixelated claymation. the music combined with the clay made for an offbeat and creative vibe when starting the game which i really appreciated.
the mechanics were fun! it did eventually start to feel like there wasn't much strategy to what i was doing. i mostly just matched colors, prioritizing rows that were closer or had powerups. i didn't have to think too hard to beat the game, but the vibes made it rewarding all the same!
the best reference i can think of is Zuma. Zuma is a color matching game that is sort of similar in that there are one or more 1-dimensional tracks of colors that can be shortened via matching, and you can't let them get too long. but you can inject colors into the track at multiple points via aimed shots. this opens up the important mechanic of comboing, where you can pile up planned matches to intentionally delay them so you can get a higher score later. this adds risk/reward to the gameplay --- you risk making the line longer so you can get the reward of a higher score. it just felt to me like Soul Slide would've been even better with more risk/reward!
for example, what if you could sacrifice a turn to rearrange the contents of a line? it'd be a risk because that time is valuable. and then what if the only way to get powerups was to get combos? then you'd have to balance the risk of building combos with the safety of just doing regular color matching, adding some risk/reward and push/pull to the gameplay.
my last thought is what if matching three in a line added a single block of that color to the next line clockwise? that way your combos could span multiple lines.
just figured i'd add my thoughts because i loved the experience and thought it ended up with some untapped potential!