It is the sort of game that simple yes/no-recommendation does not really work: I wouldn't recommend it to my past self who had not yet played the game, while some others would probably enjoy this a lot. For it's a great example of lots of promise brought down by an annoying mechanism that makes me not want to play it, but apparently there are people who like that sort of thing.
The mechanism in question being timer puzzles, and that they are done in the worst way: that if you mess up the correct timing, there's a good chance that you die and have to restart the level.
I think I could have put up with this if they had dumped the idea that touching those moving red lines means death: they could still have kept the levels that involve manipulating them to follow a certain path. And they could have kept that you can't get past them, but if they hit you it's just like hitting the wall.
With the other mechanisms shown, those would still have produced content which I might not have adored (I don't really enjoy any timer puzzles) but which would still have been more manageable: now it shows a "without repeated dying until you have built enough muscle memory for a particular level, it's not a proper puzzle platformer" cliche that in itself should die.
That's actually a key element, that the gameplay of this is essentially that of a puzzle platformer; the minimalistic art style does not make it too obvious but it is there. And I guess people who like puzzle platformers would enjoy this a lot. Those of us who are more wary of that particular genre should be very suspicious about this as well, despite the promise there is a good chance you'll dislike this as well before even reaching the end of the first world...
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