This is an extremely polished and fleshed out game. I love the mechanic and the way levels are build around. The character feel responsive and floaty (in a good way). The environement is meticulously crafted, and very detailed. A lot of attention is paid to small details like different landing sound and tiny effects here and there really make the character feels alive. I think you guys have done a really good part in that.
The mechanic is really unique and offer a lot of potential for a puzzle platformer.
I want to point of a few potential problems (They are just nitpick, really).
1/ The control of the light:
The way you move the light around (in normal walking mode) feels a bit trippy (or not very fluid, unlike when you are rolling).
This is something I would love to hear about your design decisions, why you choose it to be that way.
2/ The inclusion of the mobius strip as save point.
The mechanic related to loop, I understand, but the inclusion of the mobius strip as a save point is a bit out of place.
3/ The visual cues
At the beginning, when you first fall into the hole, there aren't much visual cues on what to do, especially the save point, since it's covered in darkness and look the same as your surrounding. I fumble around awhile until realizing what's happening. I think a straight forward tutorial maybe of help.
Again, this is a part where I would love to see which design decision your team decided to take.
Overall, a very cool and mechanically interesting game. 9.5/10
Ideas: 9,5/10
-Fun: 8.5/10
-Potential: 10/10
(Unique: 10/10)
Excution: 9.5/10
-Game Feel / Polish: 10/10
-Game Flow / Difficulty: 8.5/10
P/S: When I restart at the first looparound, or the first breaking boxes fall. It forces me to replay the game, which is not nice.

