Read your Kotaku review: "feeling of openness and possibility" was what you wanted and what I felt. Basically a subversion of the Legend of Zelda hero trope, right? Compared to anything on NG, this had more interesting use of gameplay to impart meaning. And thus, using video games for what they're supposed to be used for. And hey, a parody of LoZ:OOT's Deku Tree via the Useless Big Tree of the Oracle? Fun!
Game imparts meaning better than average games on NG, but against an ideal standard, you can do better than a rehash of the themes of so many post-modern vidjagames like MGS2 & Spec Ops: The Line. This is the central message I got the game: haphazardly collecting tokens from chests results in good things, and not thinking about your actions results in bad things--I don't know what in your life you're drawing that lesson from, but it ain't good if life is really that uncomplicated for you. The obvious gameplay & design problems are obvious, but they don't matter as much as that major thematic problem.
I do admire what you were able to do in spite of all that. I can't code for shit. I'm eager to see what you do when you work on those themes.