I love the idea of a power-based platformer based on stationed pickups like this, and I really want to adore it with the combined aesthetic, but a lot of the layouts seem to just pluck my petals the wrong way, so to speak - at least, later on.
Some of the game's assets are introduced in a poor or outright mean way. The closing gates are completely unmarked until they've closed on you once, which can lead to deaths and resets that were unnecessary. The red petal is introduced with three coin jars - which is a fine challenge, but could've been taught better in a safer environment such as the challenge directly after this.
Beasts make sense to have as well, giving a mobile obstacle and even a full boss from what the changelog says, but their use demands near pixel perfected timing. As of this review, I'm stuck at the duo where the top requests perfect timing to pluck the red flower and just barely escape, while the bottom is blocked halfway by a door where you'd have to force a death reset if you fell down without a flower anyways; I'll admit to being dumb for some challenges, but this is just very tight timing.
Maybe in a future game you could work on layouts, because I wouldn't wish anyone to have to work on the same project over and over. The yellow flower's usage is probably a good highlight to show the better parts of this game's ideas, and was my favorite section of gameplay; It's a simple idea, but it's made to combo well with other petals and the terrain around it nudges the player towards the solution amazingly.