Providing basic information is not hand holding
Okay, straight off, the music is terrible and repetitive and only serves to make the trap warnings harder to hear. It's also not at all thematic and stops what could be a suspenseful and scary game from being either.
Now, I do like a game that doesn't hold your hand all the way through, but there's a line between hand holding and forcing the player to die again and again just to work out where the pit traps are. Eventually I stopped moving at full speed entirely and just tapped the movement keys because the distance at which a trap is noticable is totally insufficient to step back/jump it unless you already know where it is (like you did when playtesting :P).
Again, it's nice to see a game that doesn't hold hands, but some basic information like "the sight power only works against objects falling on you/hitting you, not on flamethrowers or pits" is again just tedious to work out and detracts from the enjoyment of the game. The first few times my response was "is this a bug?" or "am I close enough?" because there's not even a basic explanation of the power.
Actual bugs:
When the boulder falls down after you and you just avoid it by running away (yes the sight power destroys it, I know, but I found it more challenging to avoid traps entirely :P) it will still kill you if you jump on it even once it's stopped moving. Since you actually put that pit for it to stop in, it seems intentional for that approach to be an option.
If you die after the scene where you start running, you're still running when you return to the checkpoint before the scene where you're supposed to start running.
The white flash from the sight overlaps most things, but the concealment that covers the pit traps actually renders on top of the flash so you can use the flash to find the pits. Given how ugly it looks when it does this, I can only imagine it's accidental, but it would actually be a nice feature to be able to reveal the pit traps that way given what I said earlier.