Alright, this was quite interesting. It was also very long. I appreciate your artistic vision, and I certainly understand allowing something to go on for a longer time than is necessary because it feels right. However, it's asking a lot for people to play through so much content in a game jam. BUT I DID!

It's actually quite fun to throw out the primitives and jump onto them. It's a unique kind of experience. I especially appreciate that there is no sliding, no slipping, jumping onto something is solid and safe. I did still manage to fall down a number of times throughout the game, mostly in the war scene and the penultimate scene.
By the way I don't think there's a natural way to exit the game once the credits have finished. I eventually alt+F4'd without finding an alternative.
The music carries the narrative a ton, which is what it's for of course. Well done on selecting the tracks you used, they're monumentally important.
Now here's my amazing idea:
Rather than starting out with the full scene in view, the player is only presented with the glowing balls they need to connect. Every time the connection is made from the blue ball to a purple/orange/red ball, it reveals the relevant model(s). This way, not only is the player motivated to do the game mechanics, they're uncovering the story as they go; they're a participant in telling the story, rather than being given a story and told to appreciate it.
For bonus points, once everything is connected up, disable the renderers on the primitives, so that only the gold connecting line remains, for the final beauty shot of each scene.
I promise if you do that you have an award winning masterpiece on your hands. I think it would add to things, personally.