It looks like a nice simple 3D adventure game, and I really wanted to give it a chance, especially considering it seems like a student game. There seem to be enough game mechanics to make it fun, and who wouldn't want to explore the depths of a cool pyramid?
But I had some problems, restarted it several times and ended up stuck at the same point, so for now, I think I have enough.
It'd be great if you added a description here on Newgrounds (with controls or simply just a description of what the game is about, possibly with pictures). That's your opportunity to excite and prepare future players, and if nothing else, it makes your game more professional.
First of all, this game absolutely cannot be played without fullscreen. The UI canvas doesn't scale with the screen (and the elements aren't anchored correctly), so you don't see half of the screen with the default resolution.
And then, accessing the options to toggle fullscreen is bound to 'Esc', but that also cancels fullscreen. So whenever you want to change something in the options, be ready to turn the fullscreen mode back on again.
My first failed playthrough was over when I couldn't read anything on my way to the pyramid (no fullscreen yet), and missed collecting the shovel and a weapon before the pyramid sealed shut. I don't think you should allow people to enter before they have the full loadout. Might be a nice trick for challenge runs (if you can even complete the game without tools and weapons), but a lot of beginners will potentially get burned.
When you fall into the hole, you're stuck (unless I missed a way to clear the rubble there somehow). If it's intended as a trap, then you should either offer a way to get back up (might be preferable this early in the game), or just add spikes to kill people. Never let people stare at a wall, trying to figure out how to escape when it's not possible, making them frustrated/bored until they realize they're meant to manually hit the restart button.
Too many hints and messages also spoil the game a bit. Don't worry, you needn't tell me about the dangers of spiders, I'll figure it out very soon after the first one bites me and I get hurt. You shouldn't tell me the solution to a puzzle in an adventure game before I even began to think about your “darkness” riddle (it's okay to do so after some time when someone seems to struggle).
You absolutely do not need to warn me about a pit as I'm running and preparing to jump over it, nor do I need to know about a door closing before they even start doing that.
The stone doors are *very* loud in comparison to everything else. Also once, the entrance door moved more than it should have, and it left a see-through gap at the top.
Spiders aren't the most exciting enemies to fight, but I imagine it gets better later in the game.
The introductory room is fairly plain and feels more like a blockout rather than a maze or something stunning to captivate new players. Why is there so much empty space at the sides and atop the building with the portal? If you have a large, mostly unused open space, try putting something large and majestic for people to look at. Plenty of games will use the first major room of a dungeon to set up to overall mood (e.g. Zelda has a giant statue in a desert temple).
There seems to be some shadow aura following me. Very distant areas are brightly lit, closer items are affected by darkness.
The trees outside seem to move when you get close. Do they have distinctly different shapes between each LOD?
The footstep sound seems to play slightly longer than it should have when I stop moving forward (possibly due to inertia?). It stops instantly when I jump, but lasts a bit when I stop running. Also I don't think I hear different sounds when walking on different materials (e.g. dirt vs. stone) but of course, I understand different footstep sounds aren't the most important things to fit in your budget or schedule.
And finally, I couldn't find the solution to the portal you encounter soon into the game. I don't recall any “rock from before” – neither outside nor found nearby, and the portal didn't seem in any way interactive, so I got stuck there. And once again when I replayed the entire thing.
There's more to the game, I'm sure, judging by the asset list in the Credits section alone, but even if I just say I'm probably dumb for not figuring out something obvious, there are many other flaws in the game.
I hope it doesn't sound too harsh, I actually think the game is cool even from the part I've seen, just needs a bit more work. Good luck with the project!