Not to rain on anyone's parade here - but I can't be the only one who feels a bit misled on this game, right? The non-euclidean space portion of this game is maybe 10% of the overall game, with the remaining 90% being block puzzles. Before the game came out I don't recall even hearing that there was a gun in this game, instead you heard more about how inventive and crazy and mind-fucking insane the spaces you played through were.
I realize that to talk about some of the specifics would become spoilery, but suffice it to say I ended up being pretty disappointed with Antichamber. That first hour, hour and a half, is amazing - but the block puzzles just kill it for me. Not only is it not the game I felt I'd been pitched on, but it takes almost all the effort out of puzzle solving once you realize how the game is operating. If you can't immediately figure out what you should be doing with a puzzle, chances are you don't have the right "tool". And once you have the right "tool" the puzzles becomes incredibly trivial. Almost to the point of being busy work.
Granted there are some more difficult puzzles, as you guys have been discussing here, but they are not essential to the game, and I think for the average player just getting to the end will be enough.
I know it was for me.