I like the idea of having to pickup/drop powers like this and I like how you can decide where you're dropping the powers when you need to swap things out to figure out how to get from screen to screen.
I'm sure it's something that the deeper you get into the game, the more useful it may become based on however the levels are designed, but for the early levels the momentum based movement doesn't feel very good. The lack of visual cue for how fast you're going results in me never knowing where I'm about to stop. I also kept accidentally dropping my powerups when I was trying to move left or right because of where the S key is located haha. I would recommend remapping that to a different, less easy to accidentally press button.
The actual puzzles are designed well from the ones I got a chance to play, and the overarching concept is very good. Having to unlock more slots within each screen for what powers are available really makes you sit down and think about how exactly you're going to navigate the puzzle and where would be ideal places to drop off certain items and powers.
I can only imagine how clean this will look and feel once the final art is implemented and the mechanics and movement get some polish!