A difference between holding hands and frustrating
As, after playing this for a while, I'm not in the best of the moods, let's move to the actual review right away.
Graphics - 9/10 : the animations where fluid, the style was eerie (there were some references to 'limbo' before. I couldn't agree more) and the force trasmited by some traps felt realistic (this is mostly due to the speed from arrows and giant hammers. Well done here)
Sound - 8/10 : there were some complaints about the music, or maybe the lack of it. I know you did that in order to give more immersion into the game, but i still think you could have added a mute button or, even better, a way to change the volume of the music so sound effects would play louder. Concerning the sound from traps, most of them where pretty clear, even on my first try, the sound of the crossbow (or whatever it is that fires those arrows) being triggered was intuitive (my first thought when I heard that was "shit is comming, son. Duck!"). I also liked how heavier objects gave a more heavy sound (ie. hammers sounded hevier than small falling stones). My only suggestion is to add that music volume control or at least a mute button for the music only.
Gameplay - 4/10 : this is what really blew the game experience. As said bellow: 'providing basic information is not holding hands'. The game could have a 'instructions' section instead of kicking straight into the actual game right away. Also, it anoyed me how the character would jump much more in high as he did in lenght, that kinda broke the realism given by the whole physics presented in the game. Also, I had more than a few problems with those pits countaining spikes, since there was pretty much no sound to give them away the 'trust your ears, not your eyes' concept was almost invalid here. Some hitboxes didn't feel right (yeah, I'm looking at those flames and how they can kill me from quite a few pixels away from where they seem to be). I see that the problem with the rock still being able to kill you after it has fallen is also a measure to avoid game break (in some parts, you could be pretty much stuck if you avoided the stone by running and had no light left to break it).
Story - <not available> : note that I'm not judging the story as I couldn't bring myself to play the game to the bitter end, from what it seemed at first, the game might not even have a real storyline, but I might, and probably am, wrong.
Well, after writting this extremely lengthy review, I think I am more calm now and probably I should congratulate the team that made this game as, despite the afore mentioned problems, it still has a lot of potential. Also, I would like to thank anyone kind and patient enough to read this long, boring and foolish review. God bless.