Such a strange but cool little experience. I like the choice of not using words or anything really to make anything explicit about the world or story, but instead have me, the player just feel the vibes. To that end, i feel like the environment, (the fog and light worked so good), the camera angles, and the music really served that goal well. The sea slug control is funny, and it's design quirky (kind of like the Chums in Sable).
I started to really get into it once i entered the second area, so I wish it was a little longer, but I understand the time constrictions of a gamejam. If you guys ever consider working on this for more, it might be useful to find a narrative structure that works for the game and supports what you guys want to bring across (a beginning, an ending? Where are we going and why?).
Again, a cool and atmospheric little experience. Great work on the music as well. :D