(A note: the game author has responded with an update based on my comment below. The game is well worth a try. I didn't want my initial comment here to put anyone off.)
I gave this a try today after seeing it on reddit. I'm going to give you my honest thoughts, in the hope they might be of use.
I think you did a great job with the graphics (the beginning was really nice), and I like that there are puzzles that you will be led through. Unfortunately, I didn't get past the second one (the jumping one), because there's just too much waiting around while the narrator speaks. At least in the beginning. I don't know how it changes later.
I had a sort of bad feeling when I was looking at the teaser trailer, as I wanted to know what the game play was, and it was just this sort of cheeky wall popping up. I didn't make it through the trailer either. You can only take so much of that, where the person creating it thinks it's funnier than it actually is to someone else.
I'm going to use a phrase that is meant with good intentions and that I hope isn't too harsh: self-indulgent. The idea that we have in games like Portal and the Stanley Parable (and related games) of this sort of quipping narrator only works to the extent that the player actually gets to play the effing game! If you look at Portal, for example, you listen to Glados (in Portal 2, Wheatley and Cave Johnson) while you do things. You're not just sitting around waiting for someone to stop talking. When the narrator dialogue overshadows the game play - when it becomes more about the game designer trying to show how clever he is with endless banter instead of it being about making something the player can engage with and enjoy - that's when it begins to feel that it's more about the game creator than the player. Hence the "self" part.
Again, I'm not trying to sound harsh. I really wanted to play and enjoy this game. I just couldn't stand another long sequence of standing around listening while the narrator has a conversation with himself on my behalf since I didn't speak when I have no player agency to speak to begin with. And all, meanwhile, while I'm standing around, waiting for it to stop so I can actually get on and do something.
I jumped a bit. I tried squatting. I tried jumping to the sides of the hidden box to see if I could get out. I started analyzing the 3D tiles. (It looks like they don't quite meet up properly in the corners. I'm not sure if that's intentional or not.) I was bored out of my mind. I tried doing anything to simply pass the time, and I glazed over on the dialogue, because it's just not all that. If that is the intention (to have the game be a sort of mind numbing torture chamber) - and I'll admit it may well be - then you succeeded. If not... then you really might want to reconsider your approach.
The other thing you might want to handle is that, since this is so dialogue heavy, you handle the transitions between parts more seamlessly. It's a bit jarring to have the dialogue cut off sharply mid sentence when something new is triggered.
I get this is a demo, and well done so far. And I'll be happy to try your next incarnation, if you can just allow me to get to things a bit faster. Life is short, and as much as you enjoy your dialogue, it's not enough to put up with to play the game.
Which is a shame, because you definitely have some game-making skills, and there is a lot of potential here!