Good concept. Mechanics can be improved.
I like the ideas behind this game. Praying as a morale booster is an interesting gaming component that I don't think I've seen quite used this way before. It gives the game a unique ambiance that feels new and innovative, as well as an artful emotional depth.
I like that the game doesn't rely as much on the cutscenes and extended dialog to give itself its haunted feel. You can just start playing. To tell the truth, I often end up skipping extended cutscenes even if they're well designed and acted. I appreciate a game that doesn't use them as a creative crutch or have ones that feel ponderous and tacked on. Most of the folks on here are skilled in game design but not necessarily in writing dialog anyway. And even good writers benefit from brevity in most situations.
I don't mind difficulty or a learning curve, but the platforming mechanics come off as containing frustrating design flaws rather than as genuinely designed to be challenging. The wonky double jumping feels this way in particular. Another reviewer's comparison to Castlevania (in a bad way) is useful if you're familiar with that game on the 8 bit Nintendo or original Gameboy in particular. I'm a big fan of those games, but because they were early in platform gaming, Castlevania's difficulty was sometimes related too much to it's choppy character movement and too imprecise character control mechanics.
Still, good work and it feels like it has lots of originality.