I played it through, but it wasn't enjoyable. It was like a clone of Super Meat Boy with unrefined physics and graphics. If that wasn't unoriginal enough, you present it as an art game in an attempt to justify the obvious lack of effort for making this an enjoyable game. Even as an art game you can't possibly expect that weak monologue (providing minimal details of the backstory and lacking driving force) to make anyone feel or imagine anything, especially when you literally have a square as the main character, and when the platforming parallels you draw to the monologue are so vague that it's hard to even regard them as clever or unique. Like a good story, you should have structured this out first by asking yourself what you wanted the player to feel, proceeding to ask yourself how you could accomplish that, and continuing on from there.
As this game stands you might as well have left out the whole monologue and coma backstory, because it only contributed as a label for a platformer that would be bland with or without it. This game felt like it was an attempt to copy the elements that made other games successful, only with minimal effort. A cop-out, to be honest.
A good game takes a lot of hard work to make, especially when you want to match it exactly to your vision, but if you can pull it off, you'll almost always end up with something worthwhile. Advice for your next project- Take your time and envision your concept, take as much time as it takes to actively shape your idea into something interesting. Be it a game that focuses on innovation and freshness, or one that follows a set formula but offers tight controls and addictiveness, there has to be something that is interesting in some way about your game, or it won't be fun to play.
Hopefully you find some of my comments to be at least somewhat helpful, and I look forward to seeing your progress on your next game. Good Luck!