I didn't make it too far before running into some crashing errors, but got a decent first impression.
PROS:
The free look while forcing movement to stay within the grid is an interesting idea that sets this game apart from others. It begs the question of "how much can the game do with that mechanic?" You could have some neat puzzle designs that require free-look interactions or enemies that do a lot of strafing movement to increase difficulty and there's a lot of possibility there, but I didn't see how much you toyed with the mechanic based on how far I made it.
The enemies are cute pixel art and fit the general aesthetic well. I ran into an issue with the bat flying directly over my head on the grid space that I was on so I couldn't look up to attack it. Not sure if that's intentional as a mechanic of dealing with the bats, but felt like a bug when it happened.
CRITIQUE:
The downfall of the free-look mechanic is that it was often disorienting and I caught myself confused a couple times about which way I would move based on my view being too far to the side. It feels like the game should just make every effort to convey what direction my character is oriented and exactly how big the movement grid is for the sake of clarity with the complexity introduced with the free-look mechanics.
I'm not sure what the intent was for not allowing players to back up, but it felt odd while I was playing. Especially since the first thing the enemies do is run right towards you, the first instinct is to back-pedal in a first-person live action game.
The pixel art on each piece of the game was fine for what each piece was supposed to be, but a common issue with using pixel art is that all the pieces next to each other will feel odd/off if you don't establish the size of "1 pixel = X size" for all the objects that use pixels for their aesthetic and hold to that standard across all the art you make for the game.