That's a great game, especially impressive in 72h. There is nothing strongly problematic, if not the lack of instructions at the beginning (a usual problem: for the creator it's obvious, but the players are always stupid and impatient).
**The graphics** - First impression: "it's a farm simulator" when I saw the screenshots, knowing you have to collect resources. The character with his strawhat looked like a farmer rather than a lighthouse guardian, and there is so much vivid green. Maybe have more sea-oriented colours rather than pretty but generic bright colours (it's like the default in toon-shaded 3d, I don't know why). The more subdued colours of the menu seemed more appropriate (albeit with the risk of being too dull).
**The controls** - First impression: I was disturbed by the mix keyboard-mouse, and disliked how you can do everything with the keyboard but have to select the upgrades with the mouse. - It would be useful to have a "control instructions" button on the menu, the kind no one really look at, but is reassuring and gives an idea of what keys you will need. - I first struggle to turn the beam of light on its left since it was indicated "press A or D", but with my not Qwerty keyboard, I had to press Q instead of A. Small detail, but useful to keep in mind.
**The interface** - The font is not bad, but I feel like it could be better. Maybe because of the constrast with the logo font, more blocky and with more personality. - Overall, the buttons are fine, but I feel like they may be too boring, like not even so-neutral-you-don't-see-it. Maybe it's the contrast with the more vivid colours of the game. It's better than hard-to-understand or hard-on-the-eyes, though. - Most of the time, there is the right amount of padding, but it was taken aback by the buttons on the pause menu (too squeezed with the text too big). I also got this impression with the "Continue" button when you win or lose (also, it seems a little bit out of place in this context, being the only element with this yellow background, and there could be better words than "continue"). - First impression in the game: too much things. These elements (day bar, resources amount...) are obvious when you get a hang of it, but at first it's kind of overwhelming. This is when you understand how soothing are these banal obvious screens (an arrow pointing a highlighted interface "this is your healthbar, keep it from reaching 0"). It could seem superfluous and is superfluous for the players 15 seconds later, but this is why "skip" buttons exist.
**The resources** - I really like how spontaneous the collect was, especially when you were conditionned by Minecraft (and because of it I was expecting tools to be made). Also the way you bring items with you. - It would be nice to know how many items you can further take (maybe with a "capacity bar"). - I did never use the "drop" option, and it seems superfluous, at least with how the game is right now, since you kind of need all the resources in a limited time. It may be more useful in further releases if these are more inequal. - Unlike others, I was not bothered by how much wood you have to accumulate. To me, it's normal to have a difference between easy-to-get (wood) and rarer (iron). However, I don't know if stone is meant to be equal or slower to get than wood. - To know how many time you have to stay, a life bar could be useful (also for the ennemies), or better yet: different images to reflect the state of the tree or stone.
**The upgrades** - A more detailled description would be helpful, for example with percentages ("you get 50% faster"). - It would also help to know how the "allies" (thunder, seagull, canon) work. At first I was afraid it were a new mechanism to take account of, but was relieved when I discovered they were autonomous (though for futur release it could be interesting to combine autonomous allies and new weapons).