Considering the time frame, this is great!
As others have mentioned, the game needs a bit more polish. Between the lagging graphics (although I have not tried the desktop version) the clunky controls, and the somewhat odd graphics, I am sure you would have tweaked everything if you had more time.
I did manage to finish the game. Despite the clunky controls, which are not game breaking, the game was fairly solid. The platforming parts were difficult, but not impossible. I ended up having to "game" the mechanics to finish the blue room. By that I mean, I jumped into the air while looking down. Then, mid-flight, I sprinted forward until I was lined up with the next platform. This "cheese" method made me feel like a cheater and rendered the blue room helpless to my will.
My main criticism actually has to do with the mechanics not lining up with the aesthetics. The art style was very nice in its own unique way. The color palette and particle effects made the place feel foreign and intriguing. Even the beginning music helped add to this atmosphere. These things played in favor of the game being about exploration. However, upon entering any of the challenge rooms, a loud and intense trance music filled my ears, tearing me away from the sense of exploration that I was experiencing. Plus, the game became less about exploring and more about making finely tuned jumps across gaps. The red and blue rooms became almost a different game, which undercut any sense of an exploration game that the intro had built. The green room, however, is different. The maze did feel like exploration, but the music was still jarring, and there were no unique landmarks to help me link the paths of the maze. Had there been designs on the walls, statues, or anything to help me identify my location, the maze would have let me engage my brain while I mentally mapped the area I explored.
All in all, I give you props. It was a fun little game to play. My advice: make sure that the art, music, game play, etc. all line up and point to the same idea, in this case: exploration.
In short, take out the funky beats, add some stuff into the green room, change the red and blue rooms to be more about exploration.
Keep it up!