Some things that can be improved:
- The cave at the beginning could lead to the river, too, as visiting it occurred to be a waste of time. If it had some story, then I didn't get it X(
- The column that leads to the dragon's head could have a large bevel or a breakaway at the end to ease the climbing. I almost gave up as I couldn't get to the top of the pillar and thought that visiting this vista was a wrong way, but thankfully I hopped not in the void but on a correct boulder.
- Jumping into a random canyon (that is after the dragon's head) looks wrong. Simple stairs could remove this confusion and tell a player that going there is the right way.
- Lamps could be placed in a more meaningful way, making breadcrumbs that don't let the player to get lost.
- Though it is quite extra for a jam game, but having a FOV adjust would be a good addition. I feel bad at default 60°, I get lost easily at anything below 110° Xd
- Vines at the river don't provide any feedback and made me just pull them quickly in random order. Glyphs near them could be used as hints, especially the eye. For now, eyes don't guide you, they are misleading :(
- I also noticed a flying shrub in the starting cave.
TL;DR: Navigation is vital! And feedback is as well.
In any way, it was a neat calm experience. It's a pity that a crappy project took away (probably by illegal means) your 1st place. (And my 5th, welp.) I suppose that you planned something more awesome behind the final door and I understand that making 3D games is a hard work that requires more time investments than 2D ones, but polishing it and adding a bit more of a story will result into a really cool game in your portfolio. So... never give up na na na XD
Though I missed the voting period of the jam, you have my ★★★★★ at the project's page.