Style - The presentation very much reminds me of Limbo, and that's a style I really like. It was done well, and performs smoothly.
Sound - The character's voice annoying to start, and this factor is multiplied by repeating the same sound clip every time you jump. My recommendation would be too lower the VO volume, use a sound that doesn't cut in so sharply, and have it only play every few jumps instead of every time the button is pressed. A variety of sound bytes would help immensely as well.
Soundtrack - While the upbeat and fast-paced tone of the track definitely works for this style of running game, it contradicts the gloomy and ominous atmosphere of the style. Something sounding a little more desperate and/or ominous would play to the advantage of the atmosphere as opposed to working against it.
Procedural Generation - I can commend you for taking the risk of trying procedural generation, so I want to let you know that it needs a bit more polish; on my first and third attempt a stalactite was hanging all the way into the floor, making it impossible to pass, and cuing an inescapable failure.
Speed - The running speed doesn't gradually build up, and instead will suddenly catapult the character to maximum speed from almost standing still. The time of pause between the loss of speed and then regaining it also tends to get you caught and irritate the player. I can see that there was good effort, so don't think I'm riding this one. This is a really crucial factor to a running game.
It was worth playing and getting a little frustrated with, but its most glaring points are its lack of tutorial and context.
"Why am I here?"
"What am I supposed to be doing?"
"WHAT THE F*** IS THAT?!"
This little game would be much more appealing if there were some answers to these questions, and could even shine with enough development put into the lore and setting. Don't stop now.