Thanks for explaining the thinking behind it! The more deliberate hunt makes sense, and I wouldn’t necessarily want you to speed everything up. My biggest difficulty was getting enough visual information to make a deliberate approach, so a warning on the distance indicator sounds like a good way to address that while preserving the pace you intended.
Knowing you were using directional sound to help locate the hog at night also gives me more context for the audio. That’s where bringing the player’s footsteps down a little might help those threat cues stand out.
One clarification on the position-snapping issue: I was playing the browser version, and I haven’t compared it against a native build. I’ve wondered whether it might have been specific to that browser session or my setup rather than something that would happen across versions. I don’t have enough information to identify the cause, though. What I observed was that I would sometimes stop after walking for a while and then appear to snap backward several meters. Hopefully the browser context helps narrow it down.
And that’s useful context about the other ending. My reaction to the existential-horror side was based on the one I reached, so I can’t speak to how the other ending develops that idea.
I appreciate you taking the time to talk through the decisions behind it. The radar reversal was a thoughtful touch, and that ending music really did leave a strong impression!