I really liked the vibes—the sounds, animations, graphics, and models all felt spot-on and created a strong sense of claustrophobia. However, I didn’t quite understand the goal of the game. I wandered around for a bit and found a teddy bear, but then I died. Later, I found a baseball bat, made it to the campfire, gave it to the kid, and then died again.
Maybe I just didn’t fully understand the objective, but if the goal is to collect items from the cave and bring them back to the kid, the difficulty feels a bit unfair. There doesn't seem to be any way (at least that I know of) to improve or progress. As a player, all I can do is wander around with my lighter, barely seeing anything until I bump into a wall. There’s no clear pattern to follow to in order improve in the game, which feels like a significant design problem.
That said, I think the core gameplay idea is really cool. It reminds me a bit of Artio, where you "buy" your freedom of movement. I thought it could be interesting if when you find an item, a campfire lights up at that location and acts as a sort of save point. Maybe you could also refill the lighter at those campfires. That would give the player a chance to return to a checkpoint and restart their journey when they feel stuck.
Nice work overall, I enjoyed it quite a bit!