To start: I used to add a header to these reviews, but since it often made the review too long to submit, I've opted to leave it on my Backloggery page.
Gameplay: I'd like to start out this review by quoting a card from everyone's favorite I'm-A-Terrible-Person Card Game, Cards Against Humanity: "'Closure, a game about using light to create platforms which were once obscured in the dark so that you can complete the puzzle!' Awesome in theory, messy in practice." Yes, as you might assume from that, this isn't going to be the kindest of reviews (at least as far as the puzzle design goes). You've no doubt been drawn to this game by its honestly quite impressive art style and maybe it's really excellent sound design (I'll talk about this later in the review, so don't worry), but this is unfortunately one of those cases in which the game is tons of style, with not much substance.
The main gimmick of this game is that you have a stage which is almost entirely shrouded in darkness. Through various means you can shine light on the level to reveal portions of the stage. However, if a light is shining on a platform, not all of that platform may be revealed. For example, there is a puzzle relatively early on that shows you that you can indeed go through what was once solid wall through good placement of the light source. These light sources that I'm referring to come in a few different shapes: glowing orbs which emit radial light and can be embedded in things like blocks and wheels, lamps which emit linear light, and supernatural phenomena that light up for no reason and with no prior indication whenever light shines on wherever they may be because they feel like it. Fortunately, the last light source isn't used too often, but it can be a little irksome.
The lack of light for all of these puzzles does great for the atmosphere, but it gradually becomes remarkably tedious to deal with, especially with stages that involve swimming. Typically, the first thing you do whenever you enter a stage is you pick up a light orb and you fumble about the stage effectively memorizing where things are; after which you continue to solve the puzzle. This brings me to one of my bigger complaints about this game. This is somewhat of a personal design philosophy as far as puzzle games go, but I believe that puzzles should have inherent, easy repeatability, so that the game becomes more of a factor of thought rather than a factor of skill or precision. While there are some levels that recognize this and have a pretty "locked-in" way of solving them, a lot of levels in this game have a degree of imprecision in which the puzzle becomes more of an issue of item placement than an issue of problem solving (oh man, my solution worked but I placed the light orb two pixels too short so I miss the jump/render the puzzle unsolvable).
This issue becomes even further compounded whenever the biggest issue of this game is revealed: every time you die, you restart the puzzle. This may not be so bad, but when puzzles later on take anywhere from four to five minutes to solve, the whole thing falls apart very quickly. In fact, I'll readily admit to not completing this game because of 4-6, a level that is pretty much a checklist of things that I really don't like about the puzzle design ethos of this game: imprecise jumps, loads of item juggling (oh yeah, that's another problem with this game: there's a LOT of item juggling), having to cycle through the stage multiple times to solve it, and finally, the lack of ability to see the entire stage so that you can end up screwing yourself over without having all the information. I can definitely say that this is a game that I won't be replaying anytime soon (if ever). There are some neat ideas in there, but they get reused so often (seriously, how many times am I gonna have to do the light elevator?) that they just become tedious. Not a game to be played for gameplay. "Closure! Awesome in theory, messy in practice." 4/10.
Story: I'm... not sure about this one, to be perfectly honest. As you might expect, the game is written in a very surreaistic way, somewhat akin to Limbo but not necessarily as laden with symbolism. It goes through three different characters, but I'm not sure if they're necessarily related, and if they are, what purpose they play in the story. The ending doesn't really help as far as explanation goes. I dunno; I'll probably be thinking about this one for a day or two after writing this review. Because I'm just that dang unsure as to what's going on with the story, I won't bother rating it. Who knows; maybe the game's story is a Dadaist fever dream and any attempts to read into the story are inherently futile? It's... probably not, but there's always that possibility!
Graphics: Well, it's obvious where 45% of the game's effort went. It's another one of those instances in which I'm sure I don't need to tell you how great this game looks. I just wish the stages weren't so damned dark so that I could appreciate all the effort put into the backgrounds. Ah well. What I can tell you is that this game fullscreened to my native resolution on launch without any intervention, which is a big plus in my books. There isn't much else as far as graphical settings go, but there don't need to be; this is a 2D sprite-based game with, at most, some pixel shading. As long as you've got some sort of pixel shader capability, you should be able to run this game no problems. So yeah, this one's pretty cut and dry. It looks and runs spectacularly. 5/5.
Sound: Well, it's obvious where the other 45% of the game's effort went. No seriously, DAT SOUNDTRACK. The soundtrack is absolutely perfect for this game; it's loud and chaotic at times while other times being more ominous and brooding. Both extremes are captured fantastically, and I'd easily recommend picking up the soundtrack for this game. As far as its presence in the gameplay experience, it can get a little tiresome hearing the same song or two on loop throughout the entire area, but the first time hearing that song... so good. The sound design is fantastic as well. It's just too bad that the puzzle design takes you right out of that atmosphere. 5/5.
Overall scores are: 4/0/5/5; cumulative score of 7.0/10. On an objective level, I give this game a Recommended (if the score is greater than 5, then recommended; if the score is less than 5, not recommended; if it's a tie, use the discretion of "will I ever play this again?"). On a subjective level, I can't recommend it, and will instead recommend just getting the soundtrack and watching a Let's Play of it.