I expected more from the description, but in contrast to what you might expect from a game made under the challenge of having no text whatsoever...it's actually VERY handholdy. They try as hard as possible, it seems, to have the minimum possible ambiguity about what you're supposed to do.
You start with a button, a box, and a music player. Hovering over the box shows that you need a key, the music player shows that it needs batteries, so you do the singular action available to you, and...it dispensed, for me, a battery. Wow, wonder where that goes...oh, the game helpfully reminded me by making the music player bounce up and down as soon as I picked up the battery! Thanks game, I almost had to use a singular brain cell for a second there!
Then I clicked the button some more, and it spawned a bunch of little...berries, or small fruits, something of the sort. And look at that, there's now a hologram for a blender, which...the berries construct, somehow. OK. So I tediously drag the tiny berries, one by one, to the blender until it's built...and now I need to actually fill it.
More clicks, and I eventually fill the blender and power the music player...but as you would guess, the music player just plays music. The blender, after...I dunno, 10 or so berries I'd estimate (which were quite tedious to drag over one at a time given how small they are), spits out some juice. And it...shows another hologram I need to drag the juice to, now.
And that's when I stopped playing the game, as I had zero desire to drag even MORE of those tiny berries over to the blender, just to drag more juice up to construct the thing up top, just to click the button more and drag more berries to make more juice to fill the thing up top, to...well, who knows, because I bailed before that point, as I mentioned.
So it is insufferably handholdy to the point where it felt like the game was mocking me for expecting any sort of interpretation or experimentation to be necessary, and the controls were finicky, unpleasant, and tedious to use, with no thought put towards basic quality of life for the player. Tedium does not make a gameplay loop, but that's all the game gave, despite promising to be a "puzzle" game. Sure, it might have gotten less handholdy later, but with how the game opened up, the odds of that are slim. (In my experience, if the game immediately treats you like an actual child to THIS degree, it doesn't tend to get better later. I've played a lot of games that have given off this specific vibe, and none of them ever really got better.)
It almost feels strange even to me to give this game a 1/5, but...well, I suppose it's just the combination of what feels like an unmet promise plus it actively insulting my intelligence AND time as a player. I just, don't really see anything redeeming in the small amount I played...and considering this was a short game jam game, what I saw was a significant portion of the game, unfortunately! It just felt...vapid, empty. I can't see anything redeeming, and it actively made me feel worse for playing it, so a 1/5 accurately represents my experience, I think.