Hmm, this was a bit of a mixed bag for me! I do feel like the game has a lot of promise and I want to love it: the whole stretching concept is kinda neat and reminds me of some of my classic favorites like Oil's Well, the game's presentation and polish is great and looks pretty cool, and the game did seem to be introducing a lot of new mechanics as the levels went on to keep things fresh.
But despite the game making a great first impression, it kind of fell flat for me, unfortunately, in a few different aspects.
*The controls of the game felt a bit frustrating at times: trying to make particular movements like sharp turns and such required getting used to the slight lag that the game had. The fact that retracting makes you completely lose control during the whole way back was a bit of a bummer too, as I would've loved being able to cancel halfway or something to pull off some slick moves.
*I felt like the retracting was way too slow: I don't mind it for during gameplay as that's part of the strategy, but I wish that retracting when you win a level or when you get hurt and so on would do it much faster: felt very boring to wait in those instances.
*Basic UI/Menus/etc were a bit awkward to traverse: it relies too much on buttons with unclear icons (would love if hovering over an icon would tell you what it does in words) and buttons can be placed in bad positions (you'd think the button to go to the next level after beating one would be big and placed in an obvious place like the lower center or lower right, but no, it's on the upper left, the last place I would think to look).
*Journals and tutorials and dialogue were way too wordy, in a tiny font, and filled with unnecessary details that just made my eyes glaze over. Recall the two magic phrases: "brevity is the soul of wit" and "a picture is worth a thousand words". I don't mind some optional lore for fun flavor on the side, but please reduce the words to the bare essentials when communicating mechanics, spread the words out over more pages/boxes to reduce density, and rely more on pictures overall. If you must keep your overindulgent word count, at least bold/highlight the important words so someone can get the gist at a glance.
*Level design and order felt outta whack at times with tons of weird difficulty spikes and difficulty valleys. For example, there was a really simple level with no obstacles after delivering several hard ghost-infested levels: felt really weird. The worst was the level that introduces crumbling blocks, which you'd think would start with a simple level to get you used to the concept of crumbling blocks, but no, it not only gives you crumbling blocks for the first time, but also conflates that with a really complicated layout that is incredibly boring to get through as you constantly need to wait for patrols to slip past, and you can screw yourself over if you crumble too many blocks to ruin your return trip: such a crazy difficulty spike outta nowhere!
*General design felt confused. On one hand, you've got levels that seem to reward you committing to a long stretch to get a high score point combo, and I found that a lot of fun to do while dodging obstacles and avoiding running into myself and such. But on the other hand, other levels don't allow you to stretch out due to an overabundance of ghosts and other obstacles which require you to stop-and-retract constantly, completely ruining any potential of combo scores in the first place. I can understand having some variety, but this just feels like it doesn't have a strong core identity.