Quite fun and promising so far. I encountered a handful of bugs, though nothing that fully stopped any runs. I'm playing on Windows 10.
(tried to avoid listing known bugs unless I found something new)
1. Door at the bottom of the ladder right next to the start opens into the void, lol. (this one did stop a run, but it was right at the start so I just laughed and reloaded)
2. On my first few play sessions, there were long loads when reloading the level after death, but the game would load instantly if I reload before death.
2.1 On recent playthroughs. loads were always instant.
2.2 Also, guards keep attacking after you die.
3. Adding to the "Enemy Reveal Breaks Brightness" bug discussion:
3.1 Tapping Z can sometimes increase brightness instead of decreasing it. Sometimes tapping or holding Z again or adjusting the brightness in settings will fix this.
3.2 Upon reloading the level, brightness seems to be set to the default relatively high value regardless of the settings. Pressing or tapping Z fixes this.
4. On my first few playthroughts, the game would occassionally freeze for a few seconds when trying to eat guards. I think this happened more often when I wasn't facing the guard head-on or when the guard and I were on non-flat geometry, but I'm not certain. Scenarios which caused a freeze once didn't always cause a freeze the next 5 times.
4.1 Like the loads, this happened more on my first playthroughs. On my last playthrough (just before posting this) I encountered zero freezes despite running wild and scooping up guards from every angle.
5. Lights seem to bleed through walls a bit. This is useful for keeping track of guards' movements without using the highlight enemies ability, but I could see that taking away from some of the challenge of future levels.
6. Running towards downward staircases often launches you forward into the air.
7. Guards get stuck at the door to room 2, but they can push each other through the threshold. If they do this, their pathfinding seems to get stuck and they can't go back through. I figured this out by messing with Debug to get a large enough belly to alert every guard (after clearing room 1).
8. I'm a bit uncertain about what makes a guard "eatable". Can you only eat them when they don't know you're there, or do they just have to be close to you? Aggressive guards are usually not eatable, but kiting them around a corner (or just a pillar) changes this.
The core gameplay loop seems quite promising. I think there's plenty of room to add interesting gameplay mechanics and set up fun scenarios. Just figuring out how to alert the guards in the cellar and then kite them to split them up on my first playthrough was a fun challenge.