Okay, I've got some constructive criticism!
So I'm gonna start with some of the negative stuff, as I do feel it is the most important here, and then I'll talk about whats really good about it
To start, holy YGHJ what are those directional controls?? Its not actually that big of a deal, but it took me a good 10 minutes to find a comfortable setup with that. I think your idea was that it lines up with musical keys in some way? its a fun idea, but it does introduce accessibility concerns.
As for knowing what to do: Its kinda like a rythm game, right? Except we don't know what keys we should be pressing. The thing about doing the movement is that it works, but the timing needs to be really generous.
Lets take the eyes scene for example. It seems, although I may be wrong, that you only allow input after an action occurs, and then a brief leeway in case you just missed it?
so for the eyes moving in a circle, you would expect when the eyes are UP, you press UP, and when they are RIGHT, you press RIGHT. The problem is that you don't allow "anticipatory" input. we know what a clockwise rotation is, and we know where it will be the very next moment, so thats when we hit the key. The problem is that its too late, and only late. so we really get: when the eyes are UP, press LEFT, when RIGHT, press UP, when DOWN, press RIGHT.
There is another timing problem too. In the feet scene, for example, it immediately starts with an input, only to follow one shortly after. We can see the second one coming, but the first one is impossible to see until its already happened (the late input cushion is nice here, but its not long enough.)
For the good stuff:
INCREDIBLE interpretation of the theme. Slowly revealing something instead of literally involving light was very creative. I'm also a big fan of how the first two fill in. The first barely adds any context, although I was wondering if the gray dots in the eyes scene were perhaps fingernails of a hand covering the mouth? well, I was unpleasantly surprised when the second fill-in came through, by far the creepiest scene I saw. the third seemed to kinda just make everything orange? I didn't get past that after about 30 minutes I think? maybe thats a tad over, I'm not sure
Overall, fantastic project! Just remember, when making a game based on quick inputs, consider reaction time, visual hints potentially being misleading, and also that you aren't relying on memorization. (for that last part, while testing the game, consider shuffling the scenes around, and if you fail way more, you'll know the memorization is doing too much heavy lifting)