In short, I had a blast sparkled by frustrations. The concept is very promising & the aesthetic of the game ties well with it. You're a programmer & you interact with the game through that lens. You have an IDE, there's "meta" comic relief about the development of the in-universe game (Reminds me of There is no game a bit) and you have to think in terms of how the game was built. It seems to me like something that could easily be expanded upon aswell. We might meet other people working on the game: artists, managers, etc... We might see different stages of development. There's so much that can be done with this & it's awesome!
However, I feel the game suffers a lot from two things:
1. It has an identity crisis. Is it a physics game where dexterity is the main skill to have? I mean I know I spent a lot of time pushing a duck, doding ducks, following one, etc... Or is it more of a puzzle game? The premise of the game seems to push it more towards being a puzzle game where reflection is key (I think there's reason why Baba is you was one of the referenced game). If that's what the game should be, then the gameplay needs to be fully reliable. Actions should have clear outcomes, dying should put back the level at its starting state, etc... The player should be able to focus on coming up with the solution & not struggle with executing it.
2. The gameplay isn't systemic at all. It's only a series of unrelated gotchas, which don't misunderstand me, I love. They convey a "Ah-ah" moment which puts back into perspective the comments of the player-character & the context for the level. However, there is no one or two mechanics that guide you towards these. It could be the pause menu which would act as an actual way to view & interact with the entities in the scene (E.g-Level 7: You might be able to look at the duck properties & see that it's tied to the audio system). It could also be tinkering with the game files as it worked greatly once you figure it out in level 6. The player could learn an ultra boiled down scripting language to interact with the scene. Essentially, I consider that most levels are hard to solve because you have no tool you already know to use with which to start the solving process.
I really look forward to further work on this if some is planned.