I get the comparison, especially since both games explore recursive spaces and have a similar transition effect. Patrick’s Parabox was definitely an inspiration, but calling this a clone overlooks a lot of what makes our game unique.
The level design, mechanics, and puzzle structure are completely different—for example, in our game, you can't backtrack after entering a level block, and you have to actively assemble levels to progress, which leads to entirely new types of puzzles. If you compare a walkthrough of both games, the solutions and problem-solving approaches are nothing alike. I don't think there's a single level in either game that could be replicated identically in the other.
That said, I appreciate you checking out the game!