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The game is about an Order vs. Chaos conflict.
The game starts in a state of total chaos, with elements floating aimlessly around the screen, but the flowers bring about order, defining the characters and rules. Winning the various stages grants seeds and flowers, showing that you're spreading order across the world. The normal ending to the game has flowers bloom across the map, showing that you've embraced order. However, getting to the later parts of the game requires you to "break the rules" and finish stages in alternate methods that don't grant you seeds or flowers, indicating a turn towards chaos. The final ending results in the elements floating around the screen just as they did at the start. So it could be that this isn't a destructive Downer Ending as most have interpreted it, but rather it's more of a chaos ending, showing that you ultimately reject the rules.
The game is about science and entropy.
Just like in the game, we need to go deeper. In fact, the game is about learning about the world and its rules and interactions, until the player's explorations go so deep as to become extremely meta - learning about the very nature of the universe itself. The game involves figuring out its rules and deconstructing everything, but the 'chaos ending' isn't your fault. In the end, it turns out that it's really just inevitable. It's not the atomic bomb, it's the Second Law of Thermodynamics. In time, all will be done. All will return to chaos. The Center cannot hold.
  • As implied by the ??? map - a landmass shaped like the flowers - the flowers are God... but only Einstein's God, an orderly cosmic ruleset that doesn't care about you (hence why only words, letters, levels, map cursors and Empty (aka space) have their own built-in properties, and things people might identify with - characters and worldly objects - don't). And if the rules DID care about you, then why is there a Second Law of Thermodynamics?
The game is a creation myth... if you want it to be one.
In the beginning, there was Chaos. What did exist roiled in the void without rhyme or reason. Then, the Flowers bloomed and brought with them meaning and Order in the form of the Rules. The Rules granted properties, including one above all others: You. For the world was not yet concrete. The Rules were malleable, and it was up to You to bring more Order to the world, until it was time to set things in stone, turning the Rules back to Flowers and sowing the Seeds of Order, completing the world, and at last truly beginning the cycles of time and life.

Unless, of course, You decided to dig, and explore the possible combinations of rules. Unless You dug so deeply that they all began to seem pointless, and decided that meaning was an illusion, that All was just... stuff, that setting the rules in stone wouldn't change that - only prolong it.

Unless You decided the possibilities and combinations had been explored enough.

And that All was Done.

There's a reason you never hear creation myths about creators who have second thoughts partway through.

The game is a deconstruction of deconstruction itself.
If you deconstruct something too much, it will lose all meaning.

The game is meta.
ALL IS DONE ending is more literal than it looks like. When you finish the game and everything to do has been already done, the next thing most players would do is uninstall it. You could say, you erase and destroy everything in said game. ALL IS DONE is a visualization of that - every part of the game being wiped away, returned to the same state of "things floating in the void aimlessly" that you saw it in during the intro.°Is this really an WMG? A game about rules is definitely meta. Do you mean more meta than the obvious?

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