Okay, just finished it and...
I LOVED the atmosphere, the artwork, the gnomes, the soundeffects, the mysterious twin-peakish story, all of that. (Loved how gnomes would interrupt and disrupt puzzles - just brilliant!)
I also love puzzles. I loved for example Pandora Directive (ah, the nostalgia) because it was full of puzzles, and more recently Safecracker, which actually was just a series of puzzles bound together by a flimsy excuse of a plot.

I was very excited about the game exactly because of the puzzles.
But.
Most puzzles were too simple. I spent next to no time solving them. The few that had me baffled, it was more because of the rules than the puzzle itself. I thought some of the puzzle rules were not very clear. Take the elevator puzzle: It was not clear that all the elevators would move at the same time, following the same command, or even that they would move one square at a time. When I read "an elevator will stop when it hits a wall", I assumed it would keep following an "up" command until it found an obstacle. Maybe it was me, but there were a few other puzzles that could be clearer in their description in my opinion.
Other puzzles, like the object arranging ones or the jigsaw-style ones, almost allowed you to cheat. Many objects clicked together while I was trying to rearrange them to have a better look at them! So what might have been an engaging puzzle almost solved itself.
All in all, I would really really love to see a whole season of this game. (Did I tell you how much I loved the atmosphere and the artwork?) But I believe it needs some serious rethinking in the puzzle design department.