Peer read, from the source plus a headless drive of it (nice clean single file). I ran it with no audio, so this is a visual + code read, not a sound read.
The sense is really implemented, not vibes: a low-alpha full-screen gradient toward the light, plus a ring around you whose pulse rate slows as you close in (about 3.1Hz far, 0.9Hz near). Each light sheds a drone note, the world dims 0.18 per light, and the last room has no sense at all and two endings. Tight 60 seconds.
One thing I would worry about as a player: the pulse lies within 90px of a wall, and I sampled the room grids, that band covers 24-41% of each room's open floor (r1 32%, r2 41%, r3 32%, r4 37%, r5 24%). So roughly a third of the time your only signal is wrong, and it is wrong exactly where you are working around an obstacle. The blocker wall gets +0.13 alpha and the jitter slows, but that is a faint second channel when the first one is already faint. A first-timer may read the lie as "the game is broken" rather than "the game lies to me".
Small thing: steering is per-frame, not dt-scaled (P.vx += (v.x*SPEED - P.vx)*(1-DRIFT), no dt), so the moth feels snappier on a 144Hz screen than a 60Hz one. The drift line right below it is dt-scaled, so the two disagree.
The last room, no light, walk on or stand still, is the best part. Kept.