The principal mechanics, although is not a mechanics in innovative essence, was pleasing to enough it is pretty well successful.
There are different things that fail, as for example, beginning with the initial screen's title that come out of the visible zone when not considering that not everybody will to play on screen you complete. When you activate the theft of essence to certain distance of a block, this remains in ringlet. The tutorial text that explains each new ability disapear of the screen automatically instead of waiting until you press a key so sometimes you do not give time from reading, neither a monster's image appear in the little frame that seens. When you blink after receiving damage the eye does not do it, when you receive damage in the water having the firer's ability with the back jump is possible to be get caught in the blocks above. In the water you keep on jumping, but also the sound of this jump, which is annoying, you would owe somehow to reproduce the aforementioned very sfx when check that you pressed the key and not in the meantime it being under pressure. The dash in water is not intuitive, using it is useless, it's like a teletransportation. The oxygen meter it does not have sense that be always in the interface if not every levels have water, so much so that it is possible for you not to realize that you run out of the oxygen until you die by drowning, the best is than when you're in the water appear a meter by side of the player, which, disappear when the player's oxygen be again to the full, in a few words, an oxygen meter that appears on the player when his oxygen decreases . The latter enemy ( mini ) does no harm .
It is annoying that you have to press two keys to the time for the high jump with the rubber enemy's effect, which seems me a little unnecessary, because the effect of the mini that you obtain at the end allows you jumping with less gravity without needing to press X, I understand that both effects differ because, for example, the second one would allow you to longer leaps as to distance, but that the effect of not much gravity allows you to higher leaps without having negative points in diference to Rubber's ability, makes completely useless this second, and in fact he is a little contradictory than for similars effects, in the event of the first is mandatory to use the key of action in the meantime than for the second is not. In this I will give a recommendation (is only my opinion, in relation to what I would do and you do not have reason to be serious about it), the abilities would be able to offer a passive negative effect that limit her and that force to the player to use others, a passive positive effect and another asset ( that it activate with the key of action ):
In the case of the high jump of 'Rubber', something negative is the inability to move unless you are in the air, while a passive positive effect is that it increases your jump, pressing the X key could perhaps, get an extra jump in the air.
The speed of 'speeder', inhibits the jump, but gives you an active effect of slowing down time, similar to the previous point, a passive ability could be that you simply move fast by itself, but that you can accelerate as you take boost (like Metroid's Speed Booster ability).
'firer' denies you contact with water, it gives you the active effect of throwing fireballs, you could think of some passive ability as producing flares in its path that burn for an instant.
'water' gives you the active effect of moving freely in the water (which includes infinite oxygen), and the active effect of a dash in the water, as a negative it is fine to limit movement out of the water to jump less.
From this a puzzle platformer can come out with elements of horror with quite interesting psychological contrast, with the skills that are already available, just polishing them would open the doors for a lot of different puzzles ÒwÓ