Swigian has a limited vocabulary, a limited range of expression, at every level: the text level, the story level, the gameplay level. This doesn't sound promising, but in the end it's the key to making this game extraordinary and unique.
Descriptions could not be shorter. Things are named with simple words, but there are almost no adjectives, and no details besides the things that there are. "It is what it is". The character doesn't like to describe things, so he gives them unambiguous names. But, despite this sparse and precise language, there is an amazing degree of ambiguity, because of the lack of details. A name may be enough to understand how to use a thing, but not enough to understand what it is.
The story is also full of fog and ambiguity. The narrator knows what they are and what they need, but they never explain it to the player. Fantastic worlds are generally over-explained, particulary in games, where you need to manipulate them; but in Swigian, the world is wonderfully under-explained. Players don't know what they face, or why they have to do the things they do. The puzzles are simple, but intuitive instead of logical. This heightens the myth-like feeling.
And the limited vocabulary of the text also fits perfectly with a limited parser with very few available options. That is of great help to players not very good at parser, like me.
My only complaint is that I wish it was longer, with more puzzles. I wish I could play a longer game like this.