It's a critical mistake. If a puzzle-platformer wants to test skill, its systems need to be ruthlessly simple, like the three-button layout of VVVVVV; Quantum Conundrum, with four independently-triggered dimensions as well as jump, catch and throw controls, is complex. If it wants to explore spatial ideas, it should let them speak for themselves as Fez or Portal does, rather than muddy them with too many opportunities for failure. Arguably, the game's focus on object manipulation and platforming would have been better served by a third-person perspective.