A parkour game with puzzles.
WS keys to move, mouse to rotate. space to jump.
At different speed levels, you can stand on the corresponding level of ground and pass through different levels of walls.
I took me a while to understand the game and why I went through the plateforme sometimes but once I got it the game became really interesting.
As Mr.Chocolate said, more levels would be greats and I think a timer feature would be a nice touch as there is potential for some speedrunning and finding shortcuts :p
This game has a fun and unique concept and can easily be turned into a full release. The game is also very polished. Some suggestions, the jump is a little floaty, and it would be helpful to include a visual indicator, such as a gauge, to better manage your momentum. When you fall off a platform you fall endlessly until you restart the level manually. To fix this you can add an invisible object at the bottom of each level. The player object can have a trigger which makes the level restart whenever the play collides with one of these objects. Also, the game was a little short. Overall, this is one of the most fun games I played from this jam. Its even more impressive considering that this game is a solo entry.
The idea is original indeed (also, the control scheme is somewhat(?) unique, and yet instantly graspable), and I appreciate the tutorial levels (always easy to forget in the rush of a jam).
Some sound effects would be nice, they're easy to make and can spice up your game a lot! It's actually very easy to generate these with tools like [bfxr|https://www.bfxr.net/] (that one needs Flash, but there are other sound generators if you don't like that).
I think the way that the speeds the platforms and walls are mutually exclusive (one floor becomes safe to stand on at the exact moment the other becomes translucent) reduces the choices a player has at that given moment in the level, and therefore reduces the number of potential designs the puzzles can have. Maybe it would be better to have some overlap in the timing?
Also, in the few levels that I played, I wonder what the walls added to the game, other than make it slightly harder. (Since you already have to do almost the same thing as when the walls aren't there.) I'd save them for the later levels. … or make a wall-jump possible?
In any case, there's potential here, and loads of different directions you can take this in (if you want).