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I like the premise of an asymmetric puzzle game where each character has different abilities, but the gameplay could do with a few more polish.

For the controls, players of this genre usually expects Z to be the undo button instead of Q. And a "level reset" function is expected as well. The interaction with objects are a bit unclear. While the barrel is color-coded red for Marcus, the panels that only Cole can fix is in orange instead of blue, and the terminals that anyone can interact with is colored red. It is also not very clear if I am standing in the right position to interact with an object which a highlight could be handy for.

As for the part that I got really stuck on, it's the while characters cannot usually overlap with each other, they are expected to overlap in the exit of each level. I didn't know walking into each other was what I was suppose to do on the first level so I spend a while trying to get through that. Separate color-coded destination might be a better way to communicate that intent for players.

A couple other oddities that ain't game breaking: it's quite funny that Chloe can slip through 5 pixels gap in yellow but not 10 pixels gaps between pillars; And there is a level that only require Marcus alone to push a barrel quite late in game which would have been a better level to introduce Marcus's ability earlier. In fact having some levels to properly introduce character ability would make the gameplay smoother in general.

Nonetheless good job on the submission! If you do plan on updating the game post-jam I would be happy to playtest it too.

Thank you for the detailed feedback! It's really helpful.

You make a great point about the controls. I actually wasn't entirely sure which key to map the Undo function to, so that's good to know. And you are completely right about the level reset button - that is definitely a missing feature.

Regarding the colors, do you by chance have a blue-light filter active on your screen? The cables on the panels that Cole fixes are actually blue, unless there is a strange bug turning them orange! But you are completely right that it's hard to read. Working with the 16x16 resolution was a constant struggle for me during the development, so the details aren't as noticeable as I'd like. I also agree that the 2.5D perspective makes figuring out the exact interaction position a bit tricky. A highlight system would be a great addition.

I totally get the confusion with the characters overlapping at the end. Originally, I designed the levels with three separate exit tiles, but having such a massive exit door every time felt awkward. My backup plan was to make the characters grey out and trigger a "walking away" animation as soon as they reached the exit tile, but unfortunately, that didn't make the cut due to the jam's time limit.

Haha, yeah, the pillars are functionally just solid walls. I only added them to break up the uniform look of the levels. You are also spot on about the pacing and tutorials. I tried to introduce the abilities naturally, but there is a ton of room for improvement.

Thank you again for playing, writing this up, and for your kind offer to playtest! I will definitely keep that in mind if I decide to work on a proper post-jam build.