First of all: congratulations.
I found this game VERY entertaining. I loved the graphics, the audio, the suspense/horror feeling throughout the game, and most of the writting. The way you constructed the storylines was exceptional. But that ending...
I won't say I didn't like it, that it had sloppy writting, or anything like that. I got the message you were trying to give, and the freedom you gave the player to define what happened, but here is the thing:
During my whole playthrough, I was asked if the character did or did not certain actions, like pick up the gun or knife, cross the river, and whatnot. I got really immersed in that after 15 minutes, and that was awesome.
In the end, this mechanism - to which I got used after 1h20m - was broken and the immersion compromised: the game didn't asked me what the character did, but what actually happened. The "empathy" I, as a player, developed for the red-haired man was no more, as I could define the whole world around it, and not just his actions. If this kind of control had been inserted right at the start of the game, that would be ok, but it only messed things up in the end.
That, I believe, was the greatest flaw - and the only one, for all that matters - of the game, and probably the thing that most of the reviewers had a hard time putting their fingers at, but knew in the back of their heads.
I really recommend this paper, by Frictional Games devs., when making suspense/horror games: http://frictionalgames.blogspot.com.br/2012/08/the-self-presence-and-storytelling.html
I'm waiting anxiously for your next games!