Overall, this game is pretty cool! The concept is executed well and felt very original!
I wish the movement was just at run speed all the time, there was very little reason for the walk speed at all.
I appreciated the notches on the timing UI. Once I figured out what they meant the game became a lot easier to get around. From a UI standpoint, I suggest moving the meter closer to the player model. Maybe float it to one of the sides? I found my eyes constantly darting from the meter to the player a lot because it can be hard to watch both for timing.
The timer length felt just a tad bit too long for me. I wish the movement was about 1/3 faster, there is a lot of "waiting" and patience/pacing needed when moving. This, combined with the respawn being at the start of a level, removed a lot of the excitement.
Too much of the playtime is just waiting for the timer so the next jump works. If there was something else cognitive to do during these pauses, such as planning the next move, or blocking an attack, it wouldn't be so bad. I get that you need the gap in time to allow the threat of falling but having it this slow between platforms takes away some of the fun.
Walking off a platform to safely move down also felt too tricky. I think if you add an input to "destroy" the platform below, vertical drops would become much easier to navigate. With the current speed of the movement and the transparency of the platforms it can be tricky to time walking off the edge to get a required height.
One of my favorite features is that some previous platforms stick around behind instead of only having one active at a time. This allowed some cool stacking or positioning tricks. I actually wish there was more left behind, but I understand this is a huge ask because of performance and possibly trapping oneself in their own platforms.
I loved the little touches like the intro ghosts apologizing about their inventory. I like how open the game is about solving the levels too. Cheesing some of the levels was really fun!
The game has a lot of charm and invites the player to experiment with something new. That's a big win!