I see what you're going for here. The cutscenes are obviously the main point of this demo, and I guess a randomized maze is a pretty sensible way to show them off, because it forces there to be some space inbetween cutscenes, and induces that panicked feeling of not knowing where your companions are. I appreciate the automapping, but since it doesn't track which exits you've tried and which you haven't, you can easily miss part of the map unless you follow a strict left-hand or right-hand rule. Having to follow a rule combined with the identical scenery in every room makes it feel more like a chore than exploration.
Anyway, not bad for a proof-of-concept.