This is the shortest but most atmospheric walking simulator I'd ever played, & I enjoyed the peaceful night-time walk around the small cemetery. The rising mist, flames & rustling foliage effects were very good, although the audio is somewhat soft.
I understand that this is a prototype for a past academic exercise, but there is potential for this cemetery walking simulator to be expanded into a longer & fuller-fledged experience -- such as by enlarging the cemetery, including non-generic inscriptions unique to each tombstone, some props of uneven shapes & heights (eg. statues), flying bats or a resident cat that roams around the cemetery, as well as incorporating more interactive elements such as objects that can be picked up & examined (eg. flowers, coins, stones, mementos, fallen fruits, etc).
As for the flashlight, it would be good to provide an onscreen instruction indicating that it can be toggled on & off with the F keypress, because this is not obvious. If not for the game's web description mentioning the existence of the flashlight (but without saying how to activate it), I would have overlooked that there's even a flashlight function.
For greater user interactivity, the flashlight can perhaps be designed as a dynamo type that could be recharged on demand by scrolling down the mousewheel (with corresponding sound effects), instead of letting it run down & recharge on its own.
One issue that can use some improvement is how the tombstones' incised inscriptions ("RIP") totally disappear & the stone becomes flat, when illuminated directly or indirectly with the flashlight.
Another issue is that mouse seems unusually sensitive (for a Unity game), such that even the slightest movement makes the view shift excessively, so it is quite hard to look around in the usual manner without a sense of vertigo.