Very nicely done! I like how you used dual-purpose design with the candle - it allows you to see, but also makes others see you (which you can use to lure them into traps).
Seeing in one direction isn't new, but seeing only one tile at a time is something I personally haven't seen, so very cool take on the jam's theme - it really engages the spacial orientation, and I think it can have a lot of potential in making the player feel completely lost if the levels get just a bit bigger. I could easily imagine having an intricate plan on how to lure a monster into spikes, only to accidentally encounter another, reach a dead end, then running into the spikes I wanted to lute the monster to in the first place! (On that note, bigger open spaces could make really great use of this mechanic after the more basic corridor levels)
Overall, great work! 5/5 on all counts.