Middlin' Maudlin
It's alright, it's functional, but it ultimately not much fun for me. The visuals are spare, which could work well in a game with the primary color theme. But this feels a little too simple, there is not much character to the environment, except for the black spiny parts, which read well as visual language for danger. The animation worked, it was detailed a fluid, and showed a little character for each of the three colored characters. Also, I thought the use of the elevator buttons was a clever way to facilitate level transition.
The game design is interesting, there is something to the idea of having three characters with unique skills solving environmental puzzles. The problem is, that it becomes too complex. When you layer the already cumbersome control scheme, with the character swapping function, AND the unique skills, AND negotiation of the environment and enemies, AND interaction with the environment, switches, wall jumps, and doors, it's just too much to process at once. The result is that all of the puzzles have to be either dumbed down, or they quickly become irritating. Either the features need to be paired down, or the controls need to be simplified.
Ultimately, I wasn't rewarded enough to make it worth playing through the whole game, intrigued as I was by the initial story conflict. Good luck with your future endeavors.