Hey Jack,
Great job I really like your take on the theme and you puzzle design was surprising and fun. I was especially impressed with the elevator/light puzzle! However there were a couple of times that it felt like I was exploiting the game even though I was using the intended solution (the moving sidewalk puzzle for example my parts would sort of stay on the platform but not always) the game overall could just use a but more polish (like you had the time for that :p ).
I liked the flashlight mechanic however I don't think the entire game needs to be in pitch darkness. I was half expecting a jump scare each time I entered a new puzzle!
I like the interconnectedness of the puzzles but I can't help but feel that there isn't a point to everything being connected (aside from theme...). I would have liked to revisit old areas or puzzles with new parts/powers/knowledge so that way there is a reason for each room being connected. An easy way to do this would be a hub area that connects all the puzzles together. The player needs to go into each zone solve a series of puzzles to open a door and get the "McGuffin" and return to the hub and venture out into another direction (Metroidvania style). That way you could also have an overarching goal in the hub area: a door that won't open, a very difficult puzzle that needs new parts, an npc that needs your help or something else entirely. Reward the players for solving your puzzles and they will keep coming back.
Sorry for writing so much. I hope some of this helps. Great job!
- Burrito Muerte