I had a misconception for this one after being very familiar with the promotional videos played in the school's lobby, since I thought this game and an animation project with a spray paint theme were connected somehow. After that disappointment at my own blame I endured a couple crashes and slid (and bounced and stuck) through the game. Movement after bouncing felt especially lethargic if my trajectory wasn't set in advance, and the camera movement after sticking was about a full second late to feel appropriate, or else it could have had a more exaggerated collision and stickiness to accommodate for the delay.
The game is a Mind mazer that seems to have had an opportunity for more Land moods that it didn't take; whether it was a technical issue with persisting painted locations in a larger map or simply just tunnel vision on the clear conceptual inspiration, your game aches for a more open-ended design with crevices of puzzles and collectibles, something akin to the credits level but perhaps the size of a Jet Set Radio level or two.
Ok, so... I wrote comparisons before the realization that this game came before Portal 2; I want to blame the steam release date misinformation but I have no one to blame but myself for not simply looking further into the idea. That said, I feel that my earlier statements are true, in that the system and feel of the game are fast and loose which runs against the precise and actuated level design of Portal. Even within such a superb game as Portal 2, it feels out of place and just as stilted as it ever did, reigned in by an even more restrictive implementation into puzzle solutions.