I have feedback.
First and foremost, this is a solid basis for a game, some might say short but sweet, I say good enough to show what's present, and what's missing.
The good: The movement, the weapons, the stealth, all feel fairly good to play. The code-based locks as opposed to lockpicking is an interesting alternative, but not my favorite. (I'll explain shortly.) Being able to customize your Kobold is good, but I feel that's something that a beginning of game character creation system would be better to implement, than doing so in the menu.
The bad: The darkness is too dark. It turns using a water arrow into a gamble as to whether or not you'll be able to navigate the area after a torch is doused. The lack of a blackjack or other weapon of unconsciousness feels like it stands out, since the only way to dispose of a guard is to kill them. The use of codes as opposed to lockpicking simplifies how you approach the level, but also makes it harder to choose another approach. That, and the lack of explanation of what things do made it confusing as to how to use the combination, and the lack of direct feedback made me question if the lock system was broken, or if I'd input the code wrong. (I input the code wrong.)
Naturally, the game is very rough, but it has good potential. Having an ability to adjust the gamma so you can see in the dark better (or going with the idea of Kobolds having colorblind Darkvision) would make the game more navigable in the dark. I would like to see this made into a full-fledged game with gameplay to rival the original Thief games and its imitators.