The control of the levels of your territory is frustratingly overcomplicated. It'd be better to have more of a snap-to-levels arrangement, with something like 10 different levels. As it is it's just frustrating to try and tailor the height of terrain.
A neat idea which suffers badly from its controls. There is no reason for a 3rd person perspective game with a free mouse-look camera to have the control scheme for the character it does; a massive improvement in fun and playability would come if the arrows/wasd moved the character based on the camera's position (forward/w moves away from the camera, back/s moves towards the camera, left/a moves to the left side of the screen, right/d moves to the right side)
While it is important for a good game to have some sort of story to it, there is a narrative rule called 'show, don't tell.'... Adapted to a game that means that the story must fit in with the game, not detract from it. The attempts to tell a story here massively detract from the game, the game seems jammed in edgewise between incredibly long elements which are essentially watching without interacting.
This isn't a game, this is what quicktime events, in all their irritating 'glory', are before they grow up, and heavily spiced by constant whining. The only good thing about this is that it's very short.
Little tip; if a game is controlled by keyboard, it's obnoxious to have to then use the mouse just to click on continue or retry between levels. Add the ability to use arrow key + enter for that.
This game was fun all the way up to the level "Holy Tears"... That level ruined it. It's not that it's necessarily a hard level, it's that a single mistake right near the end puts you right back to the beginning of a very twitchy level.
Challenge should arise from interesting gameplay, not from a jump function that's about two pixels more than needed to clear an obstacle, making it so that if you don't hit it at exactly the precise time you fail.
Font issues. A game like this needs a very clear and discernible font. Trying for fancy is just hurting any possible fun the game could have. There are reasons why certain fonts are industry-standards for anything involving communication. Use a serif font; best suggestion I have is Courier, it's one of the easiest to read fonts around.
The hallmark of a good game is that it's actually understandable. I don't know if it's a problem with the instructions or the concept, but this is incomprehensible.
A sequel which actually takes the gameplay and mechanics of the original and improves in every way upon it. Rare, and very nice to see. Excellently done.
The meta-game reason for it aside; it does have nice music and visuals, but you can't use 'minimalist' as an excuse for not having any real content. There'd be many ways to take some time and actually give it a point beyond the meta-game point to it. Games can have meanings and messages beyond just being a 'game,' but a game must have some sort of rules and goals to it to fulfill its primary purpose as a game. Without that, it doesn't matter the reasoning or point to it, it'll just be dull.
The terrible jump control is the difference between this game getting the 1 I rated it, and getting the 5 the rest of it deserves. If that was fixed; it would be a solid 5 all the way.