Finally got around to playing this! I really liked the item juggling, and the corner activation mechanics- it kind of reminds me of the juggling you have to do in Spelunky challenge runs, where you similarly don't have an inventory.
I ran into one of those aforementioned "softlocks" in my first go, and while I got rescued by an ocelot buddy, the time pressure from the day/night cycle made the wait rather unpleasant. That said, it was entirely my fault for trapping myself there, and so addressing it is more a first impression/accessibility thing, without affecting more strategic play. :P
I think my main concern is with the day/night cycle, and how it felt like it added some tedium to the experience without adding a whole lot. I really liked the idea and mechanic of being able to make a fire, but having nothing to do but sit next to it throughout the night felt out of place from how fast paced the player moved and swung things around. Perhaps the night could go by quicker when next to fire? Maybe instead of mysterious forces hurting you, one could either sit under the safety of the fire, or fend things off with the machete? What if nights were removed and the fire could instead be used to create some (temporary) safe area to leave your tools where ocelots won't take them? I think if ocelots didn't clip through everything, it also could've been kind of cool if you could arrange stones or something into barriers/enclosures. Anywho, just dumping all the random thoughts I got while waiting out these nights (because there was plenty time to think :P).
Despite all that, the ocelots were super cute, and I still very much enjoyed finishing it! :D Would like to see the core item juggling/swinging mechanics taken further- I think the unique activation patterns you had would make for a sick combat system in a dungeon crawler. :D