The theme interpretation in the lantern is absolutely right, I kept feeling the tension from it. I cannot say the same for the interaction bars filling, I think this is a problem of balancing gameplay and narrative.
The game objective doesn't need to be the longest, even more when failing doesn't give a particularly narrative ending with the red letter overlay. Sometimes is better to let the player feel the tension, move the refill spots to the right places (that I see are pretty correct, that tension was good), but making the player stay in place that much doesn't add to the thrill, it takes you away from it.
The art and sound are correct! Would have love some love to the lose screen.