So I had an interesting range of feelings about this game. Overall, I think it is a great compo game.
My thoughts while playing: 1. Initially - Was pretty put off by the tedium of having to run a bit, drop the flame, go back and get the axe and keep leap frogging. I also didnt like the fact that the axe and logs had colliders - got slightly stuck a few times between axe and logs (although generally picking something up freed you).
2. Once I grabbed the first orb and enemies came I actually liked the juggling of flame and orb.
3. When running around I was a bit put off about no orientation mechanisms (map, landmark etc) as I lost the axe at least once.
4. Once I got a few orbs I worked out the general layout and the lack of orientation support really didnt matter.
5. By the time I picked up the third orb I had one placed and one close to the middle. This is the stage it got a bit tedious as it became a matter of kiting the enemy horde far enough away I could loop back and do a quick juggle to make progress.
6. Despite that... I wanted to finish it so stuck with it till the end.
7. Got worried I had messed something up as I put the flame back on the altar but the enemies came all the way up to him.
So summary:
Firstly I would say make the ending more impactful! The player deserves it!
I am not sure on collision with the axe etc. It felt bad when I got stuck (especially during a quick refuel with enemies coming) but it also had the side (unintended?) benefit of me being able to harvest in the dark - drop the axe at the base of a tree, move the light as far away as possible this was during initial exploration) then run back through the darkness until your movement is blocked then pick up and start swinging.
The enemy eyes in the darkness was perfect. Great for mood and allowed you to manage time better as well (as you can see them coming).
The horde of enemies at the end lagged a bit (webplayer) but also more enemies didnt really serve much more of a purpose after you group them all up. A bit more random movement (eg. if player is out of range some will wander) might help with unpredictability
I quite liked the art, enemies seemed a bit off but the rest had quite a nice little aesthetic going.
Feeding the fire effect was very satisfying.
Nice work eh. I am not sure how far that mechanic could be stretched (ie in a longer game) but it makes for a great little game here. The basic idea could be expanded with some additional mechanics (eg. enemy types, ways to deal with enemies, leaving embers for points of interest etc possibly) to extend the gameplay and possibly even be put up as a cheap short game for sale.