Wow.
This game is truly amazing, and I'm really looking forward to a full version. There's so much I want to say I think I'll break it down by NG's rating categories.
GRAPHICS: Excellent in-game, but the cutscenes seemed a little simplistic and at times made it difficult to understand what was happening.
STYLE: Really sets this game apart. I love the little details like Tri-achnid's subtle emotional reactions to events. The environment and creative creatures are very detailed and surreal. It reminds me of the Carious Weltling series a bit, without all the gratuitous disgustingness and bodily functions.
SOUND: I'll agree with some other reviewers that the music gets a little repetitive at times, but overall it's very unique and contributes to the atmosphere of the game.
VIOLENCE: The only real gore comes from eating Gloms and the final battle. Even then it's mercifully not gratuitous. I guess the "fighting" that takes place in the game is a little, I dunno, too much like everything else you do. For example, you kill Gloms by grabbing them and dragging them to your mouth, pretty much the same way you interact with a lot of other objects in the game. I think there's potential with this physics system to, say, kill enemies by throwing rocks at them or by throwing the enemies themselves against walls (which might already be possible, I guess; I haven't tested it thoroughly).
INTERACTIVITY: Obviously this is the game's high point. The physics system is very creative and versatile and makes for a very open-ended game. Some aspects get irritating to work with. For future installments, I'd be thrilled if you'd add a key to prevent your legs from automatically sticking to walls. Trying to rappel, use a Plumie to fly, or "jump" can become a real pain in the ass when your legs are swinging around and sticking back to the wall as fast as you're pulling them off. Also annoying is the fact that you can nearly kill yourself just by swinging a leg around too fast and overstretching yourself, which can make the simple act of walking hazardous if a player gets his/her timing off. The fact that Tri-Achnid automatically "reels in" slack in his/her/its webbing is handy for the most part, but also can make it difficult to stretch the web from wall to wall; maybe a button to momentarily turn off this feature would help in future versions.
Overall, though, I have to chalk up the problems to being intrinsic to a gameplay system this revolutionary, and I'm working with the assumption that you'll be addressing them as you work on the full game, so your interactivity score remains a 10.
HUMOR: Not much to speak of, obviously, but I do want to mention Tri-achnid's subtle facial expressions again. Reminds me a bit of Grommit's expressive eyes in the _Wallace and Grommit_ cartoons.
In conclusion, I want to congratulate you on a truly unique creation. I think this game has great potential, and it's something I think I'd be willing to pay for if the full version expands enough on what's already here. Good job and good luck!