Very cleverly violent game. In most of the games where player has to control characters actions violence is usually something inflicted by player upon the surrounding objects or by these objects upon player's character. In both cases though player inflicts violence upon his character by using it as a tool in order to advance his in-game goals. In this game player has to literally objectify his character in one or many clones and use them as a standing/running/falling-to death body-tool.
This self-objectifying mechanic works very well in an uncanny desolated audio-visual environment, that tells a story of a grotesque violent corporate challenge (perfectly, in a Half-life 2/ Portal style) via diegetic wall writings and screens. This very successful (in my opinion) aesthetic decision works not only on creating a colorful and lively atmosphere (the pixel art work on environmental images is great, I particularly liked the coloring), but also on "dissolving" the narrative in a game's space, making it all more interesting to explore and experience (obscenely violent "welcome" door and seductive gift). Also the abovementioned gameplay mechanic produces, while being also a playable mechanic, a particularly interesting idea about corporative treatment of a worker's body and his individuality. As I've mentioned before, the playable character, also being represented at first as an individual character, quickly dissolves in a bloody mess of his own clones, thus losing the very least of visual identity that it had at the beginning. This is ironical, since some of the writings on the walls suggest appeal to the individual person. The most ironic "twist" is represented right before the ending (the celebration party with a huge "#1" goblet), when bunch of totally identical clones (individuals?) are celebrating player for passing the test, also the actual identity of the player's character or even its distinction from the other clones is lost and completely blurred.
Overall, the game is really fun and encourages playfulness with absurdly violent achievements and visually satisfying death effects. Some of the fun for me was taken away by somewhat clumsy jumping mechanics and one game breaking bug near the end (in the room before the elevator to the garden one wall is missing, and if you get through the empty space your character will get stuck somewhere between the levels). But that's not to say that the rest of the experience was spoiled because of these flaws.