It's a pretty unique, goofy and interesting game! It, uh, just might be a bit too zany for me, in both a bad way and a good way, haha!
On one hand, the game certainly has a lot of crazy mechanics going for it. Most games could make an entire game just out of the gravity mechanic alone, or just the dash mechanic, or just the grab/tether mechanic, and instead you've got a game using all of those mechanics to create some really crazy levels to go through. While I had a hard time at first even remembering all of the powers my character had, it did feel good to get more in-tune with all of them, choosing which abilities to use at which moment skillfully to beat the levels efficiently. And of course, the game is also wrapped in a very quirky aesthetic with all sorts of goofy props, sound effects, and so on and so forth.
On the other hand, I almost feel like the wealth of mechanics on display here kind of hurt the game for me, as I felt like they didn't all get enough attention and work together well. I'm a quality over quantity guy, and it felt like what we had here was a game that favored the exact opposite. The grab/tether mechanic was a source of constant frustration for me: sometimes things I would grab would drag along the ground, get stuck in walls, glitch out, get thrown oddly, not drop where I wanted, break too easily, or just not be present enough to give me ammo I need, and so on. Gravity switching was fun, but with the camera so claustrophobically close, it was a crap shoot whether I would end up falling safely onto a platform, or more commonly into some spikes I'd never see coming (unless I die and die and die until I memorize the entire level). I don't have many complaints about the dash mechanic, except I wasn't ever clear how many dashes I had or how fast they recharged and so on. With all the mechanics to maintain, levels felt very unfocused and directionless to me: even with the arrows pointing, sometimes the best path is to glitch and damage boost through some spikes to the ending instead or what-have-you: it felt like they were just a crazy scramble where anything goes (perhaps this could be seen as a positive though for freeform).
It's definitely charming and intriguing enough that I do want to revisit it and try and get further, but another part of me just felt like it was a bit too janky. Again, perhaps I just need to learn to work with that jankiness and my old man brain is just too stiff with age for something like this, haha.