Hrmmm, this one is a bit tricky. I like what it's going for in terms of being a challenging precision platformer with a cool concept of building off of corpses, but as it is right now, I found the game a bit too janky for me to have confidence in it.
A particular sticking point for me was the fact that corpses ragdoll, meaning that the gameplay has an inherit feeling of randomness and luck to it, which I feel should be the antithesis of: it should all be about player skill and consistency. Considering that the game said it would 'skewer' corpses on spikes, I found it frustrating that corpses were more keen to bounce off of spikes and roll around: 'skewering' should imply that they should get stabbed and staying stiffly in place at the point of impact, no? Because of this ragdolly and slipperiness to everything, it just made the game a bit of trial and error annoyance at times.
Apart from that, I found the game to be a bit boring in terms of graphics, with many levels looking the same and being overly brown. There were plenty of cases where the ragdolls would screw me over, my character would just get really glitchy, wonky or stuttery when colliding with corpses or turning away from walls and in general the slipperiness of the character got in the way, and so on. That's the real crux of the issue: while I think the game has some cool levels and such, a difficult platformer needs to ensure that its controls are buttery smooth and consistent so that every mistake feels like it is the player's fault, not the game, and with this, I just couldn't have confidence in the game, and that makes it not challenging, but unfair. But that's just how it is now: with some polishing up and potential changes to the mechanics, I think this game with its alright well-designed levels could end up being quite the fun game!