Great concept! The mechanic definitely had some interesting dynamics - for instance, turning to look at your surroundings may jeopardize facing the right direction for when you can walk. I feel like this level scratched the surface on what this set up can do - like, maybe a hypothetical future level could introduce moving platforms or hazards in more wide open spaces? Although it looks like this was made for a game jam, so it makes sense it's just the one level.
A little bit of feedback for the walking would be nice - maybe if I made stepping sound effects when I walked? That would make me feel like I'm actually performing the action and give me an idea of how much I'm moving. Keeping track of which keys I had would be helpful, too. Also, I wonder if the "curse removed, curse returned" text could be traded out with simple magical/dramatic sound effects?
Good call with the light pillars, they're good guides on where to go... And, I really like the inclusion of the story to give meaning to the game (even if the story page was just a tad lengthy)!
It's funny because I also recently thought of a "you can only walk when you can't see" game mechanic, but the game I had in mind was totally different from this! It definitely works in this game!