I think this game has a lot of cool things going on. Letting you be in charge of toggling on UI, I like very much.
I did like the very simple and flat graphics too. Well worked out.
I did have some issues though, I didn’t start systematically clearing all things per level as the game and instructions hinted me towards doing a little and running to next floor. The way the teleporter color and floor level color didn’t seem to have anything to do with each other, I assumed they were just in a fix sequence and that the color of the teleporter had no meaning. The map also had blue things that I don’t know what they were this made me even less prone to reflect on that you could actually determine where you were gonna go between levels for the longest time.
Which caused another problem, I probably missed some soul in some corner, but where I have no clue. I think I spent something like 10 minutes in the end without finding any new data or soul. And that, I think comes down to a bit of UX, maybe missing ability/program, but also level design / game design.
You have quite a lot of space that we need to crawl (also without strafing, increasing the number of button presses substantially) and that becomes a problem if you have to find all parts of the soul. Even though it makes sense that if the soul is fractured into 10 pieces that the player needs to find, that there be 10 pieces in the level. But I’d say it should probably be 12-15 pieces, and you just despawn the remaining or transition to the conclusion as soon as the last piece is found.
I did overall like my stay with the game, just wish I could have seen it to the end.
Play-through: