I played this one a number of times due to its adjacency to my period of enrollment, and I played it a number of times more today. My first play had crashed about halfway through, but afterward it seemed to have revved up to a mostly smooth runtime despite the stickiness of the controls themselves. In my first full play, I had accidentally leapt over the Goosthetic without seeing it. This had turned enemies into a much more frontal and engaging threat, although the vertical shaft areas could be quite hard to contend with. After that goofing I decided to go for speed, for which the developer times create a captivating sympathy.
The game is a Nerve mazer, an atypical mech focus for the point-of-view perspective, and one which seems to express some immediate dissonance. In short, the endemic measures of spotter gaming are physically restricted to a slower tempo while using a point-of-view. All other mechanical aspects are bound by this fundamental rhythm of perspective, which is also why maps have become such an innate and expressive feature of the concepts between Metroid and Vania; it is perceived as an unavoidable result of the scene's ratio between the player and the maze they explore.
I thoroughly enjoyed Pathfinder in the first year of Apex Legends; he sort of felt like an aura slot machine, where I could either land a crazy ghost ride on the whip or smack my face and spill all my nuggies. A single player version of that gamble where teammates aren't immediately quitting as soon as they hear his cringe ass voice lines on the character selection is a benefit for everyone involved.