I enjoyed the tutorial, but then the "real" game felt overwhelming. I was expecting short puzzles levels, but they are actually really large and complex. I wasn't able to complete any, because it was too hard for me to plan that much in advance. At some points I couldn't fit the pieces, or I realized I made a mistake and made an orb unreachable. I's hard to make a long-term strategy for the level-design, and tell how many blocks there will be, what the path will be, is a placement optimal or the level is doomed in advance…
UX wise, the minimalism works well in the tutorial, but becomes laborious in the more open-ended levels (unable to undo an action, to move an existing pieces, select a piece, make fast edit...). I like the very open-ended idea though, but the game might have too much constraints for it to work really well. Once again, I think the game worked better on short levels focused on a precise puzzle. The tutorial works really well to teach the mechanics, and its last level even gives a nice "ah-ha" moment. The game that comes after that is way more ambitious, but might not need to be that hard.