I'm sorry it took me so long to actually play this game and give you my feedback as promised. But better late than never, I guess.
Overall, I think the game is solid and well-made. I didn't find any bugs or game-breaking issues, and most levels I got to were fun to figure out. I also managed to "break" quite a few of them (levels 3, 4, 5, 9, 10 and 12, to be precise).
Unfortunately, I didn't play the entire game as I got horribly stuck on level 15. The levels after that seemed equally difficult, and even though I'm normally not too bad at puzzle games, I had to give up at that point.
Here are some more notes about the game:
- The concept of the game itself is not highly original, but it's pulled off in an interesting way. The different types of Prizms make it a much more interesting exprience.
- While the idea of having the Prizms constantly light up is nice, it goes a such a rapid and intense pace that it can become tiring for the eyes. I would suggest slightly reducing the frequency of the light effect on the Prizms to make it less distracting.
- This is very much a matter of taste, so don't take my word for it: I found most of the background music to be irritating rather than enhancing. I understand the mood you are going for, but some of those tracks are just so weird and dissonant that it makes it very hard to concentrate while hearing them. Unfortunately, the mute option also gets rid of the other sound effects, which I would have liked to stay.
- It would be nice if while playing a certain level, the game would display the number of this level somewhere on the screen. That would make it much easier to keep track of one's progress and find previous levels again later.
- On the starting menu, upon clicking the "How to Play" or "Devs" buttons, it would help if the graphics of the menu didn't stay in the background. Since the other buttons and the text on them are still visible, some of the info text becomes rather hard to read.
- Perhaps the most important point: The difficulty curve of the game is too extreme. Whenever a new type of Prizm is introduced, a very simple level lets the player figure it out, which is good. But after that, the next level is often already very difficult, leaving the player with no chance to get more used to the new mechanic. Having at least one additional easy to medium-difficulty level after the introduction of a new Prizm, to allow the player to familiarize themselves with it some more, would make the game a lot more accessible.
I hope this is somewhat helpful to you.
I have been thinking about writing a review for this game. The score would neither be exceptionally high nor low. But since I offered to test it and I'm not sure if you consider the game ready, I thought I should ask you first if you're okay with that.