Some cool ideas here!
Here are some player experience thoughts:
The art style is good for such a short period of time; I appreciate what's going on here.
Guiding players to what's happening; There are a few misleading "dirt paths" and open areas. I.e. When you pick up the draw bridge, the huge empty space encourages the player to go down (and then hit a dead end) and there's a misleading dirt spot that signals a potential secret area.
Player walking paths; there are a few times where the tree collisions block what looks like walkable paths.
Summary:
So in future work; just keep in mind that everything on the screen can guide the player somewhere. Remove unnecessary distractions (paths that lead to nothing; random dead ends, random dirt paths) and focus on the "main path". Once you have the "main path" built, be intentional about including side/secret content.