The menu UI already set the tone, super clean and polished. And I really dug how it respawns you close to where you died. That alone keeps a 3D platformer from getting frustrating. The A/B dial mechanic is a cool core idea. Swapping between blue/orange and seeing the world shift felt good every time. I also like the little details, like the music change when switching modes and the camera cuts showing which lock a lever opened. There were some fun mechanics layered in too. Throwing a box to reach higher spots, using the bomb to create a wind stream, it kept evolving without feeling bloated.
Ran surprisingly well in WebGL too, especially for 3D. Visuals were pretty, SFX felt responsive, and the pacing/tutorial-through-discovery was handled really well. Never felt lost, never felt stale. This was a really cool and fun game.