Seriously high-concentrated levels of juice!!!!
I love all of the FX work especially the lightning death effect, but the frozen enemies were also badass
Moment-to-moment the game felt amazing to play. The feedback is great and I love the mechanics.
But as a whole i noticed a pattern:
the game WANTS me to go fast -- the teleport is a bit out of control and makes you feel a bit chaotic and FUN to zip around.
what the game ACTUALLY has me doing is a lot of STOPPING and WAITING for timing cycles of the laser hurdles...
This felt a bit antithetical to the core mechanic and I got a bit annoyed by the kaizo deaths.
A small nitpick but i think has a big impact... every death felt like there was a slightly too-long pause before I got to retry. Check out this comparison to Celeste. I timed up the exact frame the death is triggered and you can see the "player uptime" is quite a bit higher so you never feel like you lose your groove as a player.

I also felt awkward using the rightclick as my slow-mo button (it was easy to misclick Left/Right click, like driving a car with two feet-- one on the gas and one on the brakes), so I think I would have preferred the slow-mo button being separate on teh Spacebar or something.
But man that was an awesome experience, and I loved soaking in the visuals and music. Amazing work all around on execution -- mechanics, sound, art, music, visual clarity... all 10/10
Would love to see level designs go through more iterations to be more streamlined and fun/flowing