I really like how focused the game is - it doesn't attempt to pad itself out with filler, it just presents the interesting levels and consequences of its systems that could be created in time. That being said, some of the levels are a bit too easy to cheese (I beat the crossbow introduction by making a wall of crossbows behind the AI).
Great job! I'd play a revisited version of this with more traps (maybe saws that go up and down to make the AI stop?), abilities the AI can use in later levels (a double jump? A dash? A few seconds of one-time straight-up invincibility?), and levels (a snaking tower defense-style level would be interesting).