I've been thinking a lot about player engagement, agency, immersion, and so I'm pretty interested in your use of self-determination and flow theories. I'll try to evaluate how I experienced them in your game.
Self-determination: as soon as you step away from the fire, you alone are responsible for take each next step, or to make a decision to retreat. That's really a solid move, to establish self-determination immediately when starting the game. While I was playing, I thought would it be fun if you could somehow lead the skeletons into traps? It seemed like they might de-aggro if you get far enough away or lose LOS. Presenting additional possibilities to the player could be interesting, in a way that doesn't diminish the protagonist's vulnerability, which I felt is important to the design.
Flow: I experienced this when simultaneously trying to progress while dodging skeletons. Another recent time I experienced it was in a precision platformer where I thought it was required to chain running jumps. Seems like as a game designer, you can set up this experience by requiring the player to process information at a faster rate than they can actively handle, so some of it has to be delegated to subconscious processes.
Anyway, I had fun with it. The light running out while you're being pursued and trying to find a campfire is genuinely terrifying!