God, I wish I liked this.
Love the vibes. Love the ideas. Feel like I'd be in less suffering if I could rebind the controls somehow, as the S and D key situation is making my wrist hurt like hell.
I did not feel like the magnet punch explained itself in game well at all, especially in regards to the bell-chaining you can do, so I got stuck in the sewers for quite a while. I think charging it up can both help and hurt your control of the timing, which is especially felt at that weird turn in the walkway where the edge of the platform isn't especially clear and you need to time and space your punch to hit the floaty boys to then enter the bell chain. Honestly, by the time I hit the tower, my patience was already pretty shot, but the physical pain on my end was a big part of that probably. The game is fine, just awkward to get the hang of with a pretty steep difficulty curve.
If things got expanded out and refined, maybe broken down into stages like in its inspirations, I'd probably vibe with it more. There's a certain catharsis in these sorts of things to being able to break away from what's ruining your run and go back to an earlier stage and see how much you've actually improved through scores and ranks and such. I wish I had that here instead of one long-ass level with a timer that should probably just switch over to saying "SKILL ISSUE" after five minutes or so.
I think I'd appreciate the punch more if it just had the immediacy of Sonic's homing attack or the ability to be charged on the run instead of making you hover in place. I realize that'd have level design ramifications and is completely a matter of personal preference, though.
It's not bad. Could be a lot worse. It could also be a lot better. I'm very mixed, here.