So, this game is probably a bit beyond my tolerance level for frustration. The physics were way too floaty for a puzzle platformer, throwing the light was a bit too imprecise, and the weapon itself was so tiny. None of these would have been too grating except that failure often meant restarting a long level sequence. Maybe I'm not a hardcore platformer kind of guy. If it weren't for the ability to skip levels occasionally(which was a fantastic addition, by the way), I might never have been able to finish the game.
It's really, really rare to say this for a Ludum Dare game, but: this game might have been a bit too long.
The level where you're waiting for it to come to you while dodging bullets was not only an exception to my complaints, but probably my favorite level overall. It started out with that slow roll and I was already getting mad about it, but as it played out I couldn't help but enjoy the simplicity of it. I love levels that play nothing like their predecessors.
I realize I'm complaining a bunch, but I enjoyed playing most of the levels. The longer ones could have been split up into smaller separate levels and might not have complained about anything! Failing a bunch of times on the long levels colored my view of the game, I think.
The art is inspiring, it's ridiculously simple but sets a fantastic mood. The shaders are impressive as hell, as always.