It wasn't even the worst review we got. Richard Cobbett, after giving it a negative preview in PC Gamer, went on to give it 2.5/5 on Gamespy.
I've always wondered how the same reviewers could heap such praise on other classic-style AGS adventure games and have such negative views of Primordia (for instance, RPS's reviews of Shardlight and Primordia are a surprising contrast), but the fact is that if someone doesn't like our game, it's not their fault, it's ours. We made various decisions in terms of puzzle difficulty, visuals, and themes with the knowledge that they would be off-putting to some. For instance, if Horatio's religion were a burlesque of hypocrisy, I'm sure some players would have liked the game more, while having it be a sincere and hopeful part of his "life" is a real turn off to some.
We're lucky we were in a position to make a game without compromising various aspects that were important to us (low resolution and narrow palette for Vic, challenging puzzles for both Vic and me, certain thematic elements for me), even though we did compromise other elements (Vic giving up various audio aspects, a timer, a larger inventory of useless items, death/dead-end states, and a large empty desert to explore; me giving up on a couple of harder puzzles, the inclusion of achievements, and built-in translations, and a few more elaborate design things (like having Horatio upgraded throughout the game, almost Metroid-like)). And we're even luckier that, even with our stubbornness, we were able to find many players and a few reviewers who liked the game.