Okay I've been playing through the game myself.
I haven't read this topic so forgive me if I repeat points.
The two major bugs I found were firstly that there was no way to exit the blacksmith's menu after I bought the bow, which meant I couldn't finish the demo, and secondly the pause key with enter was broken, I couldn't resume the game, indeed the game paused at odd moments. I also wish the instructions referd to keyboard keys rather than joy pad keys as I don't have a joy pad and exiting to the main when I didn't know where the left trigger was got mildly annoying.
I submitted a longer response on the google form but in general I like the game, particularly how the audio was actually quite clear on where you were going, and the world and characters involved, indeed I liked the way the tutorials basically involved the main character remembering weapon classes with his/her uncle.
The problem however is that the game doesn't really feel difficult. The combat works essentially like boppit with hear and hit maneuvers, no chance to judge an enemy and make decisions, just react away. This makes the game basically an arcade game interspersed with an interactive audio drama and a bit of first person navigation.
Its a very good audio drama (i particularly like the naturalistic dialogue and the acting is well done, the silk merchant made me laugh). The first person navigation in the environments works well and clearly with sound sources well delineated, but I didn't really feel that I was out exploring a dangerous place or that there was much to challenge me. Combat just became a game of hear and react, and most of the open areas in the game had no maze elements, indeed since there is no side stepping or snap to direction keys I assume that the game's layout won't be a mazelike one.
Again, all of this is okay and likely will create a fun adventure game, but I am afraid I'd like to see audiogames developers moving away from this sort of model and actually consider how to create real challenge in audio.
For example, look at the blind swordsman, which, though essentially just a combat reaction game is surprisingly difficult, or what the old Pappasangre games used to do with first person avoidance navigation (shame they're not around anymore).
Of course, this is obviously a beta and your looking for feedback primarily to make the game better, and I certainly do like the world, story and audio so far (bugs with the smith and joypad keys aside), so its entirely possible that I'll be wrong in the future, indeed if the plan is to have stat tracking, better weapons, larger areas to explore etc you might well end up proving me wrong generally and I'd love to be wrong.
Okay that's probably all for now, since unless I can work out how to get out of the blacksmith menu after buying something I seem to be pretty stuck in the demo.
With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)