I started first with a startup crash; some problem with the AMD driver, but you can't get rid of me that easily. After switching to my desktop I continued on, although the subwoofer of its speakers incurred a low dusty ambience and I was too wrapped up in causality to change back to my headset. I'm introduced to the loss condition in the latter half, which is reasonable for short paths, but becomes unnecessarily frustrating for long paths with several swipe locks that usually only give me one opportunity to align them.
The game is a Nerve mazer, although pace can be deceiving in this case; most of the game is rather lackadaisical with its obstacles prior to the rings. The goal feels more about achieving flow than achieving execution, and with that I would have steered towards something closer to a sandbox rather than a linear experience, but I know that the school's requirements are hard pressed against ambient or nonlinear projects, so I hope you're able to revisit this aesthetic with freedom born out of your own minimalism, rather than that which has been dictated to you.
There is a certain charming similarity to Vib Ribbon; not only minimal visuals but also a quirky control scheme that accentuates its musical properties. Of course, the feedback here is itself a kind of music, rather than the player reacting to the music. Perhaps then we might look at Electroplankton, a game that's far more settled down to the detriment of its lasting novelty; striking a balance somewhere in-between could easily create another cult classic toy box.