Almost tangibly unrelated, bar the unique gameplay mechanic of switching lives, that could have made the project fit in an unconventional way, if it were potentially implemented/used more, under a 'back/forth' lens, that if implemented a bit more in a puzzle element, would be wonders. Past that...
Noticed quite a few glitches out of bounds, if one's very destructive with parkor or what-have-you. That in some broadscope lenes, even if 'railroaded' the game didn't take into account. Or in some other lens, didnt' include 'reset' flooring in case of unwitting 'fall death'. But visually, even if everything looked more "Prototypical" in visuals. Gameplay, tells another story, especially with what few 3D Assets were made/included for this unusually fitting theme.