I'd like to offer some more thoughts, and it's not that I mean to beat you up - I'm hoping it will help.
I decided to give the game a fair shot and actually try to play it to the end. Perhaps the ending would have some wonderful payoff that would make it all worthwhile. The use of checkpoints was handy - at least I didn't have to go back to the beginning past some point. However, after I died with a spike to the neck, there was no retry/checkpoint option, so I quit. (I must say, I kept looking for the humor in these death scenes. Something like "Suddenly your foot steps on a tripwire, you step back but it's too late. A spike swings into your neck, killing you" doesn't strike me in the least as funny. Perhaps if you did actually make them funny - and I mean off-the-wall, oversized, creative, bizarre (humor lies in incongruities) - to the point where people might actually enjoy dying just to see what piece of cleverness you came up with next, then you might be able to redeem the game design. A suggestion.)
Being the sort of person I am, I downloaded the game and looked at the source, and I see I was only a step away from ending the game. Sadly, the game ending had no big payoff - just a "well done you completed the game." (sic)
Now, I did find a bit of irony in your title (unless you actually designed the game this way) which is that as I was playing, what I kept thinking was that life's too short to be going through this.
If that's what you intended, then at least that bit of insight is well done.
Why am I telling to all of this? Because at the end, you say, "You can help by reviewing the game and telling me what you liked or how I could improve." People have been telling you things so far (and I hope it has done more than just make you defensive), that basically the choices need to have more impact on the game than just taking you to the next decision point. And if you could do more with the writing, it will help make the painful journey a bit more worthwhile.
There has to be some point or payoff to a game. (See, for example, this discussion:
viewtopic.php?f=20&t=3877)
You have obviously put some effort into this. Not everything that is the result of effort is worthwhile, however, and as designers, we need to be honest with ourselves. I've written my share of crap myself, in all sorts of media. What makes a person a good game designer, ultimately, is learning from what doesn't work and not doing it again. You will do well to learn the lessons from this and move on to making the next project better.
(I'm curious - has anyone you've shown this to enjoyed it? If so, then it might come down to taste or age. If not, then there's a big ol' fat clue for you.)