The climb
Up is the whole plot
Nothing is explained, because nothing needs to be. She's a spirit, this is limbo, and up is that way. Anything more would be a cutscene.
A small spirit thrusts and jumps her way up through limbo, after a light that has never once waited for her.
Hold to push her upward. Let go and she comes back down. That is the entire control scheme, and it is enough.
She doesn't stop the instant you do. Whatever you were doing a second ago is still happening, so aim early.
Limbo comes with somewhere to land. Not many places, and not for very long, but they're there.
It's the only direction the game gives you. It also moves, which is the part that turns a direction into a trial.
The climb
Nothing is explained, because nothing needs to be. She's a spirit, this is limbo, and up is that way. Anything more would be a cutscene.
The light
Reaching it isn't really the point, which is the sort of thing only a game set in limbo gets to say with a straight face.
Tiny Spirit is free, and it doesn't end. She goes up until she doesn't.
Tiny Spirit has no last level and no score to beat, so there's nothing to be behind on. Put it down whenever. Limbo will keep.