Wow! Tethered was good on so many levels. It's short, but exactly as long as it needs to be. I spent roughly an hour with it and was left both impressed and emotionally affected. Every obstacle felt like a necessary part of the story, while the player's progression was usually slightly different than expected, resulting in an experience both familiar and unique.
There are several things for the player to figure out. In most cases, I would probably refer to them as puzzles. Here, it felt like the wrong term; they're so intertwined with the story (a story that is deep and serious but never in a way that feels didactic or overly dramatic) that I hardly noticed them. It's not often (with any medium) that my experience is so immersive.
Although I expect that the author could have made a more or less equally good story in any IF language, the several little things that were unique in Tethered made me think of the Sapir-Whorf hypothesis of linguistic relativity. While it in general would be silly to apply such thoughts to most programming languages (their differences being so well-defined), this is obviously not the case for IF authoring languages. Some things are more difficult in Inform 7 and therefore rarely done, something that fundamentally affects the story. A new language, such as the author's Dialog, represents an opportunity to do new things in old ways and old things in new, something Åkesson succeeded with rather perfectly.