This is a short and effective story-based horror game. It's more in the line of a narrative experience / walking sim with some light platforming elements, but this is reinforced by some really nice voice acting and a commitment to scripting out a narration of the character and her situation.
The modelling on the interior is fantastic. You've created some really nice industrial style environments that perfectly contribute to the story and don't look generic at all. The horror visual effects are original and inventive and show an excellent eye for using tricks to creep the player out.
Credit goes to the voice actors too. It's hard to carry a game with voice acting and it's particularly difficult to do it professionally. I think they nailed their roles and avoided sounding overly dramatic; just detached professionals on a bad job. Maybe some background music could have punctuated it.
Contrary to others, I think keeping the game ambiguous and strange was a great decision. I think what players might be referring to is the lack of closure that signals the end of the game. An idea for this is to add some short credits at the end of a game to wind players down instead of back to menu.
As other players have said, the need jump was not at first intuitive - I think many players would have missed the first ledge. Introducing players to important mechanics in simple ways first can help. For instance, if players had to jump over a small crate earlier, they may notice they can access the ledge.
I did a playthrough video below:
Great job! I hope that you continue to make very well-crafted narrative experiences in future.
- FSV