I enjoyed the game and I look forward to further stuff from your team but there's some things you should possibly look into in the future:
1. Playtesting. I'm not sure if you had others test this game thoroughly before you released it but it definitely doesn't feel like it. Good testers should let you know when the opening credits are overlong, when puzzles are confusing and when the star system doesn't make any sense.
2. Translation. Judging by the name and description of the game and the use of "Autors" instead of "Authors" in the main menu, I'm guessing English isn't your first language. I think it'd be a good idea to ask someone who speaks and writes English well to take a look at your games before release and fix up any errors that you may have missed.
I hope to see more games from you!
Aside from the cemetery in the front yard, pentagram-heavy decor, hanging corpses, ghost orbs, bloody warnings scrawled on the walls, rats, bats, flies, horrific paintings and ancient possessive demons, I thought it was quite a lovely house. Just needs a few coats of fresh paint.
I feel like what defines art in a game is not an intentionally vague story or a certain art style, it's simply when a designer has a story they need to tell and only the form of a video game can tell it. With Grey, I didn't felt either of those things. I honestly don't think kevindoesart had a need to tell this story - especially since it feels so similar to something like Limbo - and I definitely don't think making it into a platformer this dull and unentertaining was necessary to tell it.
I don't meant to come off as overly harsh but I really hope the creator of this game comes back with something that feels more honest. Don't try and copy what you perceive to be an art game - do something original that you feel passionate about and it will resonate.
Agreed ;-)