There is nothing more innately satisfying to the games player than the feeling of bringing mayhem and mischief to a calm and ordered environment. It's a great idea to bring this feeling to the forefront of the game's design. Sliding icy blocks around and routing lasers will be familiar to anyone who has played Miyamoto's Pokemon series, but these tasks are given a new life, as it's not just about plodding around pushing stones until Miyamoto-san thinks you've had enough. The constant feedback as to how exactly your actions are affecting the dreamer makes it feel like every box you push and every lever you turn matter. The art is a delight to behold, and every new piece you get to see is a treat onto itself, only enhanced by the very direct feeling of cause and effect supplied by the gameplay.
There are a few technical snafus, as is to be expected. The water level specifically had me constantly worrying if I was accidentally gonna bump one too many objects out of bounds, and although it didn't really get in the way too much, the fact that the ice blocks didn't collide with each other did cause some undue confusion for me. I also wish that it was possible to see the little intro/tutorial text more than once, as after I accidentally clicked off it prematurely, there was no way to get it back. Not even by restarting the program. As a final nitpick, I must say that I wish the movement was a little faster and more responsive. I should be feeling free as a bird, floating through the dreamscapes, rather than literally dragging doremyself along.
Also, the fact that there were very few sound effects and no music was disappointing, but alas, "them's the breaks".
In summation, the talent here is palpable, and I have no doubt that the full version teased in the credits (if they choose to make it) will be a gem. The concept alone carries a lot of potential and with a team like this, you just can't go wrong.