1.You said this was experimental but its unclear what you are actually trying to do here.
(is it a technical experiment, design experiment, art experiment, i don't know)
2. it seems to me that the core gameplay is centered around planning the quickest path to all the orbs while also executing that path in the shortest time. This is actually quite a neat idea as it lends it's self well to internal conflict/focus that is common to most zen time wasters.
The problem was (for me at least) that i defaulted to thinking that the game was progression based (moving though all the levels till i got to the end) and that mindset completely ruines the conflict of planning while executing as i'm not thinking about the game until i've hit a fork in the road, and since i haven't been planning, the direction i choose is trivial at worst.
When i changed this mindset from how much i can progress, to how fast i can progress, i felt more engaged.
I would work on trying to convey this idea as much as possible. i would include a timer to clue the player in on this mindset, maybe also showing there best time as well. Also i would add more variables that changed how fast it took to get to one of the orbs, maybe things that obscure part of the level (like the blue wall things) anything that makes estimating the best plan and executing my plan harder.
2.5 I don't think that adding enemies or things that stop movement completely would be good. (i doesn't seem to be in the games nature)
3. The music is ok but seems to overlap at times which is pretty dreadful. Also the visuels stain my eyes. If you are trying to make me go into a zen-like trance of focus then it would do you well to not make my eyes hurt after 2 minutes. Look at other games with distracting visuels to see what they did to stop this (super hexagon, Mother F*cker Galaxy, etc)
4. I think you should also make it clear that this game doesn't end, its pretty frustrating when you realise it doesn't. (or even better make an ending)