Audiovisuals are great, gameplay concept isn't really bad either, but the gameplay feels rather bothersome, and what's worse, it seems that could have been avoided relatively easily in a number of ways. The thing is, the dashing is quick, but imprecise, while walking is more fine-tuned, but doesn't allow flying up; so with the game mostly taking place in air, I'm pretty much forced to haphazard dashing, which I'm not particularly fond of. Maybe instead Kitsune could always go head towards the mouse, which would also remove the need for some keyboard controls (having RMB for activating shrine would make keyboard redundant altogether, which I think is a good thing). Also, the enemies spawn rate could be a little higher; the thing is, individual segments of the game are pretty easy, and it takes little effort to keep shrines in a reasonable shape (with at least one unit of shrine health). Or maybe make it so that you can reset shrine protection timer by reactivating the shrine while the form is still present; so that I don't have to wait for time-out, because it's not clear if I manage to defeat the approaching enemy on my current timer or not (especially with the troubling movement).
The thing is, right now it's supposed to be an action game, but it plays like it wants to be a relaxed game, and ends up being neither; more like a test of endurance and resistance to tedium, as when you're at the late stage of the game, having waited for enemies or collectibles to appear, you might really get careless just because things happen way too lazily. It's really tiresome...
Then again, it was pretty fun discovering that it's not like I actually turn into a wolf, then into a deer, then a bird or something, but rather that I can be a wolf, a deer and a bird all at the same time - and a fox, too. Also, it appears the protagonist is actually Ran Yakumo, if her being a fox and possessing an ability to cross boundaries is any indication.
Really good when it comes to presentation, falls short when it comes to core gameplay.