As for the price: Free, with a paid upgrade.
I personally don't agree with the concept of asking people how much they want to pay. When we're having a conversation, and we're talking about imaginary money in an imaginary world where we're just assuming that I'd buy the game, of course I'll name some arbitrary "low" price. But when it's time to whip out my credit card, all of a sudden I might not be as willing to pay, even if it's super cheap. It's better to just price it at what you think it's worth, and then adjust later. The only true way to know how much people will pay is to put it on sale and see. But that's just me.
As for the trailer:
You spent too long on the opening title screens before it got to the gameplay. I expect to see the game by the time the beat drops in the song, but you were still showing me a big logo screen. It's not horrible, just kind of annoying. But I'm one of those guys that gives a video 5 seconds to "please me" before I close the tab, so I'm not quite the average audience.
Also, although I know it probably makes it feel more like a trailer, just cut the marketing speech out. It's nonsense. Saying your game has "Progressive difficulty," or that "Every action affects your gameplay session" is like saying your game was "Written in computer code by REAL programmers!" and features "A pause menu with multiple options!" If you don't have any unique features to tell me about, then let me watch the game.
To be honest, just on the subject of building hype for a game in general, I probably would avoid a trailer if it's not full of cutscenes and quicktime events. The better way to get attention would be to find a youtuber who likes playing your kind of game, ask her/him if they're willing to do a let's play of it, and hope they enjoy it. Most of the "indie" games I pick up, I only have interest in them because I saw an unbiased person play them and seem to have a ton of fun. Trailers are for movies and games that wish they were movies.