@kuiefs Yeah, never really considered playing on a laptop. This is a fair consideration - I could have allowed for accessibility remappings even if I considered the "intended experience" to be using a real mouse with an easy right-click.
@euforia-games THANK YOU FOR PLAYING! :grin:
@laura-del-pino I also prefer an in-game tutorial - I envisioned a sunset section where you chop some wood with the hatchet and use the flashlight to find your way to the campfire. Time didn't permit it, unfortunately. I agree that the controls could use some tuning as well - and for your edification, I intentionally made the PC androgynous, so they're whatever gender you want. Glad you liked the sounds, I really feel like the game started to come together when I added them.
@karenin-dmitry No navigational help made the game an unfun slog - that's also why I tried to be forgiving with health drops, because I wanted folks to get to the end of the game within a few attempts. Making the enemies fair was important to me. I tuned their attack speed such that if you turn away from them and run, you can get out of bite range, leaving them frozen for a counter-attack. However, trying to walk backwards from them isn't fast enough most of the time, and you'll get munched.
That leads me to the holstering mechanic... I wanted you to feel vulnerable whenever you had to recharge the light, so having you put the hatchet away was an extremely direct way to communicate that. I like games that give a variety of player options in approach but that tense feeling is too important to me to compromise. I tried to keep it fair with the bark arrows, though - most of the time, you'll have enough warning to move your hand to the mouse, right click, hold left click, and face the wolf before it reaches you. Tense, but almost always winnable.
Thanks for your detailed feedback. Wish I could give more than one heart!