I was able to navigate pretty easily. The light was nice but wasn't actually necessary, so if that's supposed to be a challenge, you could go darker (or have players calibrate to their monitor).
Maybe a 3? It took a little bit of time but I never really felt lost so combing the maze was more just procedural.
The whole cut scene felt like a bug, in part because of the text overly with no background, but also because I could control the capsule without any clear goal.
The goal was mostly clear because of the book. I probably could have figured out the controls but would not have figured out what I was looking for without the text prompt. Additionally, it seems like there is currently only one gem implemented because once I get the red one, I'm ported to the door and can't go anywhere else.
I don't know if I'd need a hint system but something like a homing arrow that points directly towards the gem (regardless of if there's a direct path or not) might work.
There was no clear story beyond trying to get through a door with some gems. I really couldn't speculate beyond that.
As far as I can tell, I don't think I encountered any glitches (unless there's more than one gem, in which case collecting the first one trapped me every time). A lot of the transitions are a bit abrupt though (starting into the weird cut scene, cut scene to game play, collecting gem to the door) so those could probably use a bit of refinement.
Overall this is a really cool direction to take the core mechanical concept! I just wish I could have collected all seven gems.
Overall this is a really cool direction to take the core mechanical concept! I just wish I could have collected all seven gems.