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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!

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That is actually a really good idea! Having traps or special mechanics would have been a cool way to add more autonomy to the player. This can even blend in well with environment where there can be ice that the player can use to have enemies slide off a ledge. Also, thanks for playing and providing your insightful feedback :)

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Ice sliding is a solid risk/reward idea, like if you could also slide off yourself. Thematically, I also like the use of environment and terrain for dynamic physics, because of their neutrality. Really interesting stuff to think about.