I liked the concept of this! I'd say the game fits the most in a "shrub" style, but that's mainly because of all the different ways there are to fail. Most of the choices were delivered through pathways in the cave. It reminded me old-style adventure games, where everything is out to kill you. I'd maybe consider having other ways for the player to actually succeed? I never actually got around to the "good" ending, but I did find a lot of ways to die. Good stuff!