Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!
I need to start this by making a confession: I generally don't like these types of games. I refer to them as "momentum" games, where the objective is you have to navigate around using controls that not responsive and where if you overdo things you'll likely just screw it up. They also tend to use what I call "tank" controls, where you use A and D to turn the character and use W to move forward, which I'm also generally not a fan of. Despite all of this, I wanted to play it and give it a chance because I HAVE seen some of these games that I do like. It's all about the game's design and how it treats it.
For the first couple of levels, I didn't feel there were any real problems. Then I got to the first level where you have a wall of floating spikes in the way, where you need to use an ability to push them out of the way. Now up front, I like the concept of this idea. Having a tool to let you force certain types of obstacles out of your way can be fun. What I wasn't as big of a fan of was how using the tool didn't just push the spikes: it also pushed ME in the opposite direction with quite a bit of force, making it that I then had to overcome that force to regain the careful momentum I had been using. Now maybe if this power could be used for other things - like, say, for pushing blocks quickly or for pushing buttons without need to get too close - I could see this as being okay. Sadly, it doesn't seem to impart a lot of force on blocks (moving them about the same or just a little less than how much it would move me if both myself and the block were sitting on the ground), meaning I was better off just using my body to do so, and it had no impact on buttons.
One thing I DID like, however, was how blocks I had to move would retain the progress I had made on them. Thus if I had gotten a block where I needed it to open a path, that path would stay open. I like this. You also had checkpoints, which made this even better! Nothing annoys me more in these games than getting so far through a level only to die right near the end and having to redo everything. These two things made this not the case and I do appreciate it.
But then I came to the part that... Look, I'll be honest; it just turned me off to this and I quit part way into the second level with them: enemies. There are blocks that, if you come within a certain range of them, will come at you and instantly destroy you. Not push you around, not block your path. They just outright destroy you. More than once, I ended up having these things attack me on a spawn point where I just repeatedly died until the enemy would self destruct (as a consequence of this, it would make it that I could no longer sit straight up on the spawn point and had to now navigate back into play at an angle that was disadvantageous to me).
There are honestly several problems with these enemies. For starters, between the size of the player character, the size of the enemies and the general amount of space you usually have for navigating around, these enemies have attack ranges that are just too big. There's just no way around them. Another problem is how quickly they can move. Where players have to work with the momentum gameplay and can have a hard time navigating around if they're going really fast, these things can go from 0 to 100 about as fast as Sonic the Hedgehog. It's outright impossible to get away from them without absolutely max speed, and even then I don't know. I never got the opportunity to try because they were ALWAYS perfectly in my way to prevent me from attempting. Essentially, this means that unless an enemy is far off your normal path, the only choice you have is to keep beating your head against these machines until they blow themselves up and clear the way.
Maybe these enemies could work if that tool that can push spikes away could also push them away or even destroy them, but this doesn't seem to be the case either.
Overall, right now this is a frustrating experience unless you're REALLY good at tank controls and know perfectly how to play these games to maximize speed. It's just not fun to play. You have some cool ideas here, but there would need to be some major changes before I even think about considering to try this again.