Well I played it. I was going to do a long form review, but exams make me tired so I'm deciding to pare this down to only a handful of comments regarding the story mainly. Though I will say that I did like the steam punk style and the platforming, especially how the platforms move.
SPOILERS BELOW
Another note; I haven't gotten all the medals, specifically am missing out on 100% Monitored, Break Lynne's Heart, and True Sky: I have completed the game though; like escape the facility and learn all the dark secrets ending. So I'm not sure what I'm missing to make get those.
Now onto the story review. I guessed the story before even pressing playing the game. Knowing that 'there is more to this story than meets the eye', and there's cycles, I could have told you almost the entire story right off the bat. That the main character is locked in an eternal game, one designed by a particular version of themselves for some motivation, either torturing, teaching or fulfilling some grand purpose. All that was left was filling in the blanks: Time Travel? Robots? Why is he doing this? This was further confirmed when I was dropped into action with no knowledge of anything (a mistake by the way, one I'll go into later).
Then, when I clicked play, I was presented with stilted dialogue full of grammatical mistakes and misspellings. And that didn't dispose my mood to it any more.
I'll admit that the slowly expanding the story by finding nooks and crannies and exploring is good and something I liked; though you needed to make clearer how the upgrades work. Because the jumping upgrade didn't seem to kick in until I finished the base game again, while the other upgrade kicked in the next time I died and so ???
And I also like the ending twist (?) that the person in the wall was Lynne or a copy of Lynne or something, though that left me with a question or two.
Suggestions, for future projects:
If you're going to do a good guy is secretly bad guy story you have to make me like the good guy or else there's no emotional impact. I get the desire to be minimalistic and try some background story telling, or story telling that people have to go after, but since I didn't care about Nemo at all, my confirmation about being correct didn't have any impact on me.
And if you want to make it work, don't tell me there's anything extra to the story. I get that you may want to guide players into looking for one, but really it meant that I knew something was going on, and therefore didn't find out about it gradually, but rather made me run in every direction other than the one I thought I was supposed to head in, just to gather the story as quickly as possible.
Finally, a minor nitpick, but does Nemo remember the Lynne in the crack? Because it seemed like he did, but I was supposed to be a new one each time? And, again, a problem with this kind of story which has to be handled carefully, is exactly what it was above: you have to have the characters in the story have a reason for knowing what the player knows or else it doesn't quite make sense.
Overall:
I give it 1 and a half stars because I conceptually like it; after all such story subversions are really up my alley. However, it's weak implementation means that i can't go higher than that. And half a star because of the random Lynne at the end, since that was an honest twist that I didn't see coming.
Hope this helps. And hopes it was coherent.