@themadprogramer Yeah, one of the things I wanted to add but didn't have time for was allowing the player to set their own time limit. The attacks do have a sound effect, but, one thing I forgot to add is a sound for when an enemy got hit. I also wanted to add some kind of indicator that damage was being done as well, whether it was particles, damage numbers, or a health bar above them. And also an indicator/timer for enemy stuns would've made that mechanic much more clear.
Thanks for digging around the danger queue, it's much appreciated. I haven't had much free time to get my smart balance up. And thanks everyone for the feedback, it's all appreciated for sure!
Some other mistakes was making the 'easy' mode too easy. The fire dying slower than 'hard' mode was a big mistake, as upkeeping the fire in easy mode was so simple that a majority of the enemies that 'prefer cold' would just stay in the corners of the map. I feel as if this gives the game a bad impression because like... the most important feature is made significantly less important, even though it was just a change from 5 seconds per tick to 6. Speaking of the corners of the map, another mistake was letting the size of the 'warm area' scale that far, and the map could've been bigger. As well as making the rarer loot more common at longer distances, and less common near the fire.