I like the ever present and dwindling candle in the UI - it really adds to the tension as you're reminded of your limited resource. I did find it slightly problematic that the candle was constantly lit, as it feels like I am being forced to move along the game instead of having the chance to explore the room and soak in the ambience. A possible improvement for the candle mechanic may be having the option to choose to put out the candle to conserve it for later and then relight it with another limited resource (e.g. matches) to add to the resource management aspect.
I'm not sure if there was an in-game effect, but does sprinting affect the rate that the candle burns down? It could affect how a player deals with the second and third stage creatures as well as general exploration.
I like that the candle affected the enemies' behaviours depending on how bright it was burning. The third form of the the creatures did feel impossible to dodge though, so I did feel like I had zero chance of surviving when going through long chains of rooms where there were no candles. The animations for the transformations were really well done, as well as the accompanying sound effects.
I like the "safe" room and the alternative music it has. It reminds me of the Resident Evil safe rooms. There appeared to be a hidden doors throughout the manor, but I couldn't find a way to reveal them - were there more areas planned initially?
It feels like a demo for a much larger survival-horror game. Its a good setting with a fitting mechanic and suitable protagonist. The candle itself could open up a range of puzzles and interactions within the game world itself.
A short game about fetching a photo within an ill-lit manor.