Greetings !
I am currently working on a game concept, which is a racing and puzzle game. The basic rules are (forgive me for the length, I tried to summarize it!) :
- The world is made of colored blocks.
- The player goes from blocks to blocks.
- The player must reach the end within the allocated time.
- The player has a synchronization bar.
- Moving from a block to a block of the same color is a “good” move.
- Making “good” moves increase the synchronization bar.
- The more the synchronization bar is filled, the more the player earns points per “good” move.
- Moving from a block to a block of a different color is a “bad” move.
- Making two or more “bad” moves is risky and can decrease the synchronization bar.
- If the synchronization bar is empty, or the end point in not reached within the allocated time, the player loses.
Before playing, I must tell you a lot of features are missing (since it is a prototype of the core gameplay). Try imagining the “good” and “bad” moves are implemented, and play accordingly please, even though the prototype do not last very long 
Click here to play.
Mouse control : aim the direction with the mouse cursor, left click to move. Hold left click to always move).
Joypad control : joystick to aim, button 0 to move. Hold button 0 to always move. (Xbox 360 : Left stick to aim, button A to move. Hold button A to always move).
I am waiting for your feedback, suggestions, criticism, etc. 
i think this game concept depends alot on good level design. in your current level for example, the player can choose between 2 paths, but there’s no way to know which one is the better one. for me it would be very frustrating if i failed a level because i had bad luck with my decision. though, if you make some better levels this could definately become a cool game.
it would probably be nice if you gave the player a small visual ‘reward’ for good moves once you got the good/bad move system working, for example some cool-looking particle effect with a small text or whatever.
For singleplayer, I thought about implementing a preview level function : before you start playing a level, you can explore and study it. It reduces the randomness (and allow the player to define a way).
I don’t know if it would reduce the fun (reducing the game to finding a path and executing it) ? In multiplayer, this feature would last a limited duration (15, 30 seconds), so the game can go on quickly.
maybe it would be a bit more interesting if the blocks were destroyed after you move away and you had to collect some items all over the level before you can complete it, that way people couldn’t just find a path and simply walk it to the end.
you could also make some special blocks, that work for any color, or even some bomb blocks, that will blow up all the surrounding blocks when you move away.
combos probably work for this type of game also, where you get extra points if you complete a chain of the same color fast enough.
instead of having a preview-mode you could also give the player the ability to zoom out, but he shouldn’t be able to move while the camera is zoomed out.
just some random ideas that came to my head, but these might make the game a bit more interesting. it’s up to you to decide what you want your game to be like, though.
Thank you for your thoughts. I am taking them into account, and meditating on what I will do 
It’s almost impossible for me to provide feedback, because the core functionality is not implemented.
You, as the designer aren’t going to get any meaningful feedback for the same reasons. You haven’t completed enough of the prototype to make any decisions on “fun” factor, or if you need to make changes.
Asking for feedback on imagined features ain’t gonna fly. Could you honestly tell me how it feels to drive a Ferrari, by driving my Saturn station wagon, but imagining that there is a 12 cylinder high performance racing engine, sport handling package etc.?
Don’t take the criticism as anything more than trying to help point you in the right direction.
Hmm … I understand. I will try to add everything then 
Of course 