I was growing scared of encountering a perilous boundary for puzzle games, which is that the concept is so novel that all the bandwidth is taken up with introductory levels without ever getting to a combined challenge. I'm grateful to say that it's not the case, and even if it were I think the novelty and creativity of the concept's applications were interesting enough that it wouldn't have been a deal breaker. After exceeding my expectations for level design, the environmental progression and cheeky ending made for another welcome surprise that rounded out the experience perfectly.
The game is a Mind spotter that uses the baseline of its puzzle system to the fullest. I think the difficulty of future designs comes from attempting to add concepts that keep the flow fresh and fluid. Moving platforms and obstacles was introduced late enough that it feels like there could be a bit more to do there, but otherwise fleshing this out into a bigger game will inevitably require "the next step" for design.
The Pedestrian comes to mind first when trying to draw a comparison (even though this game had come before each of these), but the true perspective-based gameplay and the overall tone is spiritually more identical to The Witness. That basest element of a spotter mechanic that creates mazes is, as Logan Feith put it, "overpowered;" the possibilities for such an idea have been iterated yet again by Viewfinder. Narbacular Drop directly fed into Portal, which inspired this game and hopefully the cycle continues with a wealth of innovative puzzle games in the century's second score.