I found the rigidity of animation to mesh nicely with the discrete momentum of the dash ability, and so the first level was overall standard yet agreeable. The second level had crashed early in my first run, but then presented a finely ramped difficulty of moving downwards with the same feature kit.
The game is a polished handful of mazer interactions, although the green cubes stand out as needing more allure, and this consequently creates more conflict with the level timer which was also lacking some pressure. Having missable cubes is fair, but to have it as only one out of twenty six cubes between two levels leaves that specific design feeling out of place.\
I only began to play Ori and The Blind Forest very recently, but in my mind it always seemed like it was too graphically bedazzled to deliver as complex of a game. Out of all comparisons I made while playing, one to that of Outland was always central to this loosely formed critique. The visuals for this lesser known Ubisoft mazer also feel inspired by Rayman with the concept of expression through reduction; the main characters are missing color and fully attached limbs respectively, which provides them more immediate access to other details.