An amazing concept that was well executed. Browser play is a huge plus. Definitely very addictive.
Visual and sound design were fantastic. I loved the pre-rendered backgrounds and the claymation style was really cool.
Unfortunately, there were two of us, and we got stuck immediately. I understand the principle behind the wordless design, but it really made things very difficult to parse, especially with the somewhat busy visual design, which by itself wouldn't have been a problem, but when combined with that lack of direction, made it hard to figure out what to do. This was especially the case in the first room, and the puzzle with the aerosol can was one that we never would have figured out without a walkthrough. The walkthrough that we watched also got stuck on that part.
I just think that the pace and order of information trying to be delivered was a little too obtuse. Maybe starting out with something along the lines of the rest of the demo and having the aerosol puzzle be last might have made it a little more doable. Also, perhaps having a puzzle where you have to use the combination mechanic before that might have helped as well, in order to convey how it worked, before asking the player to use it in a way that they might not otherwise assume.
The other puzzle that really got us was the weird logic involving the vending machine. We knew exactly what to do, saw the code and everything. But we ran around for another ten minutes trying to figure out how to get the coin out of the gutter, as we'd never make the assumption to punch in the code without the coin that you're clearly meant to put in the machine.
Obviously, this is just a demo, and again, the aesthetic design was super cool, just need a good learning curve to go along with it, especially if you're not going to convey anything with text.