Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!
This game is a really fun concept! Having each room change whenever you look away or blink is just really cool! I like it a lot! It creates some good puzzle elements and really makes you have to keep in mind where previous rooms are in the colour rotation. On the most basic of feedback, I wish it had better sound design. Some music or ambient sound and just some audible flair when you win would be great. This should be easy to fix, so I just want to get it out of the way before I tackle anything bigger.
First, I discovered a bug during the tutorial: if you grab the gun and attempt to holster it before you have the holster, it just crashes the game. While this is only in the tutorial, it can still leave a sour taste in one's mouth. On top of this, the game outright presents the controls for stowing the batteries before you have the holster. However, when you do this you just drop them. What I would personally recommend is that either the player has to get the holster first or that they always start with it, even in the tutorial. That way, it won't create confusion. Alternatively, you could just hide the stowing controls until you have the holster, but then you still need to force the holster before the gun.
When playing, I found myself getting frustrated when trying to put batteries into stations. The game demands very high accuracy when doing so, and being off by pixels results in the player... storing the battery on the wall. I even had this issue result in a battery getting trapped BEHIND a station where I couldn't get it again. So for starters, you should only be able to put a battery down on a horizontal surface so it always sits on top. Second, the interactable area for the stations should be much larger so you don't need to be as accurate.
Another thing I found frustrating to deal with was how batteries behaved when you were trying to power something over multiple rooms. The battery would input power until it reached a room it couldn't go into due to the wrong colour, then would pop out. Even if you went and fixed the alignment, you still had to take the batter out and put it back in. I assume this was to ensure the player had to have all the rooms correct in order, but it honestly just felt annoying to me, particularly because it took me a while to realize that the room only changes colour when you LOOK at the room rather than once you look away. As such, I struggled when it came to powering something that was 3 or more rooms away from the station. One thing that I think could make this easier would be some sort of map system that shows whatever state a room is in. While there could be difficulties with making this (since you'd have to ensure there aren't bugs from glancing away from a room when you go to check the map), I think it would be helpful for players.
Another thing I found odd was how you get out. In the two runs I did, the exit was through a door that required three stations of power. That was fine. However, it wasn't clear where you had to go once inside the room in order to initiate the escape. In my first room, I got lucky and only had to approach a circular console to do so. In the second one, though, I was more confused and kinda only found it on accident. Perhaps something to indicate where to go to finish the level?
Finally, while I understood how to switch between stowed batteries, I found it harder to do in execution. This was particularly true when it came to the right-most battery, as this one was often very close to the shield battery and I'd often have a hard time trying to target the stowed battery. I understand the purpose of this is to force the player to look away and thus potentially change things in front of them when they look up, but I feel like the forced blinks do this as well... at least, I assume those exist. I never let the eye strain get to the end of the line, so I don't know what happens. I assume if you don't blink in time, either it does so for you or perhaps hurts you. I think that, instead of having a quick select for your gun, you should have a quick select for your batteries and be forced to look for either getting your gun or changing your shield battery. In that way, you set up that the items that make you look away are the ones that are integral to any combat in the game, and looking away can change your combat situation. How would you load the gun with batteries then? Simple: press the appropriate shortcut key! Instead of using Q and R for stowing and pulling out stuff, you use 1, 2 and 3 for each battery and have a small piece of UI interface that shows what colour battery is in which slot. If you have your gun out, pressing a button then makes you load that battery. If you eject a battery, it goes into the first available storage slot (and otherwise drops to the ground if you don't have one).
I'm excited to see what you do with this game! :)