The balance between the sound design and the music loop is pretty off IMO. Now a quick disclaimer - I'm on a laptop right now so that could be part of it. If you want to showcase a sound design mock up then really let that be the focus. Right now it feels like the music is trying to be the focus.
The first few sound effects that are really upfront in the mix (at around 0:32) have a lot of high end harshness to it. The dirt foley before that was okay but very nuanced in the mix. The sound designer behind LIMBO, Martin Stig Anderson, talks a lot about using tape saturation to give everything in the game a smeared, warmth to it. I think this allowed the sounds to feel more homogenous. Like they come from the same world.
Some of your sound design is okay but some of it really attacks the high end and gives a harsh performance. It doesn't make me want to enter the world but rather it makes me want to withdraw from it. There are also lot of moments where sound design could've helped but it was silent. For a sound design mock up, especially one that's about a minute long, you really want to showcase the depth of your talents and skills. The sounds in this mock up sound more like royalty free sound clips than they do actual sound design. I'm sorry to give you this sort of feedback but I hope it helps. It's what other audio directors looking to hire would most likely say.
Thanks!
Nate