Feels like a tutorial for a game rather than a game
All the levels really do is introduce different parts of the game. I feel it never really gets to the actual content. None of the levels are difficult in the slightest. The features implemented in the game are cool and promising, but currently there are some issues with them, for example, locks and the end goal can be activated from mid-air from a surprisingly large distance, which creates tons of skips. Also, having to manually restart the level is not very user friendly.
Overall, there's a lot of potential with all the parkour blocks already in the game. All this game needs to be really good are cool levels that utilize these but it never gets to that.
It's a maze game (specifically Labyrinth) but with random hostile guards and items scattered about. You also run faster than the guards so most of the threat is avoidable if you play carefully. It just feels like walking aimlessly and also avoiding the occasional guard. There's no additional polish over the maze part of Labyrinth, you still just drop into the void and it doesn't feel immersive in the slightest. Not something I would call fun.
Unique concept that has decent levels. Maybe I ended up cheesing a lot of the levels, but a lot of the levels seemed to be basically the same thing and didn't seem that interesting. The reason why I say I think I didn't quite do what the game intended you to do is that the level that highlights that your velocity transfers across teleports is near the end and I had been using that the entire time. The worst part for me is that right when I thought the game has something good going, I realized that the level I was on was the final level.
Still though, I found the gameplay of figuring out the levels very fun and the concept is cool. Not having enough levels is one of the best complaints you can have!
The difficulty curve is wack. The first 4 levels are really easy. The Mid-term level that comes after is quite a bit harder than those levels. The real issue lies in all the levels that come after the mid-term one; they are frustaintly difficult out of nowhere and it feels like the player is not prepared for it at all. It doesn't help that what has parts have collision and which don't is arbritrary, which causes situations where you climbed all the way up, only to fall all the way back to the ground through part of the model that you had no real way of knowing had no collision. This causes lot of this difficulty feels really unfair.
Putting that aside, I love the music, the artstyle, and the visuals of the levels. Though I wish at least a bit more effort was put into making the levels feel like real places, for example, the area outside the fence being just the void limits the immersion. Even like a basic background scene would have helped. Also, I had visual issues with culling where really big objects would stop rendering a bit before they went off-screen, which thankfully did not happen enough to be super annoying.
Overall, I think it's worth to play to completion as is, as an interesting challenge because the game is fairly unique and decently fun. I wouldn't go much further then that though.