Thank you for trying it! The text and the timing of things are intentional to match the vibe of the music. I do apologize if you think it doesn't respect your time but I thought I'd let you know the intention behind it.
Each of the levels are handcrafted to follow a metaphor on how connections are. There's always a meaning behind where the connections are placed and why as it is a cinematic narrative game! (And also why the optional connections are there instead of intermediate for example). Also some of the statues not having collisions are not intentional since we didn't have time to fix every collision in every level.
Widescreen is definitely a cool idea though it's hard to test since I don't own a widescreen monitor nor I know anyone who owns it. But I do appreciate you telling me about it.
I'm not sure about the unity crash handler one, which platform did you try the game on? I will definitely look into that!
I will take into account on making the horizon more full. Right now it is intentional left empty just so it doesn't distract the player from the set pieces and if you play the level more and more, there are levels with way more props and objects (which is intentional for narrative reasons).
Thank you for your detailed feedback! It genuinely helps us!