Love the vibe of this game, big fan of the isometric perspective (even if it causes some pain when you're racing around as fast as you can) and a very big fan of the lighting.
I didn't understand how 'a certain room' related to the 'oops-all-spikes' room until I had already beaten the game through trial and error, and initially thought it was just a dead-end. When I saw your 'all info for progressing is given in the game' response to a comment, I went in for a second look and finally cottoned on.
There are interesting design choices in this game that I really dig, such as the multiple solutions to getting through rooms, and the way the faster solutions are hinted at once you've done it the slow way. I had a really nice 'thinking out of the box' type moment in the main room which felt great, on my second play.
I don't think I was quite able to appreciate it until my second go around, and my first made for more of a frustrating experience. I'm not sure how you would go about bringing that discovery to the player sooner, if you even want to, but I think you've got some nice ideas in here that may fly under the radar.