The ambiance and the mechanics were fine, sound design was the best aspect. But the game felt a little too short, and the skeleton's chasing AI was too aggressive, the horror didn't get across too well, and it was mostly a game of outrunning the skeleton. The destination wasn't well-marked, though I did get satisfaction on juking out the skeleton in some of the few tight corners. These are my first thoughts, since you asked for constructive criticisms. But I'm sure you can improve on these aspects. Good luck on your journey as a gamedev !
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Yah I was playtesting it a lot during the end and kinda forgot the vibe I was going for lol, but after a good nights rest and replaying it I 100% agree with you. There is a theory called Ludonarrative Dissonance where the theming (or story) and game play of a game collide. In this game I am going for a horror walking game where your supposed to navigate the maze. The feeling is meant to be more calm with a looming presence of fear. However the player is supposed to juke the skeletons which is more meant for actiony games.
No pressure if you dont want to, but I mad an extra level on my itch page as version 1.1. If you play the unique level you will see that the enemies behave more like how the theme is supposed to be. Anyways, thank you for the advice :)