Hi boys, so... there are problems.
Level Design: Overall was fairly solid, but especially with the 2nd level it could feel more like fumbling around looking for hidden passages, rather than puzzle solving. Like for instance I completely skipped the path to the switch after the lava lake, since every other switch is on it's own path and it's a dark rock climb on the side of the wall that's almost invisible when the screen gets dark, the only reason why I even went that way, was because I already touched every other wall around and finally saw the rising stone above the skyline.
Collisions: I don't know who handled those, but seriously, why do some random stones lack collision. On the flip side, why do some pits have shelves that DO have collisions.
Box: Why does it cover like half the screen bro, I just want to see where I'm going with it.
Platforming: Is there even coyote time? Because it didn't feel like it. Overall the player controller could use some work, acceleration, deceleration, hang time, higher fall speed. You know standard platformer stuff.
Cursor lock: Mostly a web issue sure, but it would be nice if it would unlock the cursor when you press ESC so you can actually full screen the thing if you exit out of it.
Weapon Sway: Or more adequately item sway for this game I guess? It would be nice if the "strange device" wouldn't feel so static on the screen and would sway a bit when moving the camera.
Apart from that, it was still mostly enjoyable, the actual puzzles were nice and the graphics were coherent.