This audiovisual style is amazing. Im fascinated to hear about how you constructed the world and how you implemented this kind of feedback/delay effect on the visuals as I think that was so effective at reinforcing this eerie, desolate and eccentric vibe.
I'll be honest, I didn't really get the idea that the sound was guiding me through the environment; I'm not sure why as I was hyper aware of it... but it 's worth mentioning.
I also do agree with the commenter below that after loving this abstract world and moving around it, I got a bit lost with the maze and then without a clear direction to go in and this eerie sense of the world closing in on my little bird with these evil crows around I kind of lost some drive. But then i submitted to the idea that this was it; the feeling of being lost, overwhelmed and closed in by these ever enlarging birds... but unfortunately that illusion was also broken a little when nothing happened at full zoom. [ In fact I'm writing this with the game open hoping something will trigger, but i guess not... haha].
I love the feeling of confusion and loss you evoke initially but I felt without tying it to something larger--either to failure or overcoming it to success--it lost its flavour a little bit by the end of the game.
That said, the art atmosphere and systems you've built are incredible, and I'd be excited to see how this progresses if you do work on it further!!
On a side note: do implement a quit button; it really goes a long way... haha :)