I'm glad it got alot of attention and awards. It's certainly a visually attractive game. However, it does have some serious flaws.
The problems he focuses on are not the problems I had with the game. I found the control to be awkward and the challenge level very high and not terribly fun. And as an "experience" I didn't enjoy it either. Though he was successful in one thing for sure:
A big part of what I tried to do was capture the mood of an empty island in the middle of the summer. The kind of day where it's neither cloudy nor sunny and a small wind is chilling everything down a little. The water is dark, and even though everything is very nice you have a certain sense of doom. If anything of that feeling has appeared in the room while you played the game I'm very satisfied.
This is exactly the feeling I got from it. And I didn't like it.
Like Osmos, how it was "sold" was a bit different from what it actually was. The difference is, that despite Osmos being somewhat different from what it appears in its advertising, as a game and an experience, it is very strong. The puzzles are well thought out, the gameplay is excellent and the graphics and music are amazing. I really wanted to like this game! It's ALMOST there but Blueberry Garden isn't satisfactory as a game or an experience (sorry Erik).
This is all my personal opinion so take it for what it is.
On reflection, this makes me even more happy with my choice to eliminate all gameiness from my Zlythy project. I don't want to be stuck in a middle place that isn't satisfactory as either a game or an experience.