OK, I didn’t know about Wariness. And yes, you can have a first enemy appearing on top of a platform above the character so it’s easy to walk under it and stay safe.
For the arrow, if I understood correctly, they just indicate neighboring areas/spawn points. For a new player, I think they look like hints for the next destination (like the GO!! arrow in beat’em up games), but you may make it clear by adding a small text “checkpoint” or “area exit” or a corresponding icon if a text is too long.
I don’t remember which vegetable I used on the enemy. Actually I just hold the X button in front of the enemy, so maybe it did nothing but as it disappeared just on the enemy’s sprite it gave me the impression I gave it? I should try avoid by Emitting when there is nothing around. In any case, it’s weird I’m losing the ingredient if it does nothing. I should probably keep it in my inventory if I didn’t consume it.
A time gauge may help yes. I would rather have faster animations, but apparently you’re saying slow animations are part of design because Agility would affect animation speed (including action animations, and not only motion).
I don’t think it is necessary for Emitting or other actions used in a “safe” context: since there are no enemies around, it doesn’t change the gameplay whether the action takes time or not, since nothing bad can happen during the animation.
By the way, I played your other game PITMAP. Just the tutorial, but I was quite impressed. I didn’t expect that kind of game, I think you like mixing genres not commonly together! (I played directly on your website using my Twitter account; the itch.io version doesn’t seem to react to my input (I use Firefox on Linux))