(comment 1/2)
For a game that mentions being able to "explore freely", it felt more like an action-puzzle game where you have to activate the levers quickly and get to the next checkpoint/area before you run out of power. I think the general flow of the areas and the concept of the gameplay was solid, but I definitely had a lot of trouble getting into this one. I stopped just after the area with the long passage upward to the exit, which took about 20 minutes ish.
I appreciate that the game has controller support, though. I pulled out my gamepad for this one. I did notice that the "X" key on my Logitech (akin to an Xbox controller I think) was mapped to the Restart key, which made it too easy to accidentally restart.
Fun
After reading the description and controls, I found I had a lot of trouble figuring out what to do. The wall at the top at the beginning of the game did not seem to be a solid area, and I was trying to interact with the other objects that stood on the wall and kept dying. Eventually I did figure out that oh, you're supposed to hit the switches to progress.
I'm glad there were lots of checkpoints, because I found it was super easy to run out of power. I wish the game communicated this more clearly that there was a power level, and I'm not even sure if that's the case of those satellite signals around me were the cause of it. I think maybe some of the sound effects gave the implication that the controllable robot was dying, but there was nothing visually. I would have liked to see some kind of bar or a change in the character to show the passage from being at full power to death.
The puzzles were a bit on the simpler side, but I think it worked to the game's benefit having the time-based element to balance it out.
I also noticed that in later sections - the long vertical passageway up to the exit, for example - the respawning was super weird. The camera seemed to start from the left and then slowly pan to the right while the player actually had that window of time to control the robot and would lose time the moment the camera finished panning to that checkpoint. I also had some issues with respawning when I first played, where if I passed one of the earlier checkpoints (I think 2nd or 3rd) and died, it respawned me back at the very first, but my character was not present in the area and I had to completely refresh.
Innovation
The main distinctive element I could think of from the game was the the addition of the little barrier robot that you had to go up to in order to interact with it and chase it away. The sound effect choices for it were kind of silly. Other than that, it did seem like a somewhat standard puzzle game, albeit with a pressure element to make the player execute the correct actions quickly.
On a tangent, I found that the signs mentioned the H key needed to be pressed to chase away the barrier robot, but there is nothing mapped to the gamepad I was using that seemed to trigger it. I pressed every button I could think of, but none of them seemed to be the equivalent of the H key. So whenever the barrier robot came up, I would have to put down my controller and hit the H key.
Theme
At first, I thought the robot was being powered by the green intermittent satellite signals, but this did not seem to factor into the gameplay at all? I might have missed this, because it just seemed to be time-based. I did see the theme in the sense that you have to interact with these levers and they "signal" to trigger other elements in order to progress, though I'm not certain if this was the intention of integrating the theme.
Graphics
I like the details in the background tiled elements, and the green signal waves stand out. The robot seems a bit stocky, which is an interesting design.