I've played much more of this game on a friend's tablet, so don't think this review is limited to the short playtime I have logged on Steam. I'm severely neutral about this game, which is a shame given how enjoyable its atmoshpere is. It is a pretty game, with an interesting touch of characterization on your little gizmo. There are two reasons why I can't quite reccomend this game though, and while they don't make the game bad it definitely makes it worth less than the 10 USD price.
First is a more personal peeve, it's made to immitate old-school point and click adventures in that there's a thread of logic that usually makes sense in the game world but doesn't if the immersion is broken. That thread of how to progress can feel arbitrary, like the developers have contrived a reason why you can't just do a simple solution here, or why this device's switch is in a nigh-unaccesible alcove. And that adventure game logic has always peeved me, but it's perfectly fine so long as you're immersed.
Aaaaand that's the two of it: the immersion. This game has a great soundtrack and needs it, because the gameplay is far from enough to pull (in my experience) the player in. The tokenism and the obviously contrived puzzles are a big part of it, which encourages players to click around looking for what can and can't be used, but the other part is a bit more subtle. Your character's competency changes, and that always pulls me out of a game. Sometimes your character (Read: the game) will do something automatically that in a less-padded puzzle would have required you to hunt for an inventory item to do. So occasionally I'm looking for what I believe is the last piece and then when I can't find it just rub my inventory against itself and give birth to progress. That, or the gizmo guy can squeeze into or stretch to reach something that in a previous puzzle would not have been possible.
Two faults, yes, and two major ones that the 10 USD price cannot afford to have.