Really cool concept, the atmosphere hooked me right away. The glowing eyes/wings of the enemies against the pitch dark background were such a striking visual choice, and the sound design ties it all together. I also loved the health-as-ammo mechanic, it fits the theme nicely and creates a natural tension.
That said, I think the risk element could shine even more with a few tweaks. Right now the constant darkness can sometimes make the experience feel more restrictive than tense, since you lose sight of the enemies and feedback on hits/melee. Having light dim gradually instead of cutting out entirely (or having some passive illumination) might balance the atmosphere with playability. Similarly, clearer visual/auditory cues for melee cooldowns and hits would really punch up the combat feedback.
Still, this was a genuinely fun loop, and I caught myself replaying just to see how far I could get. The core idea is strong and the art direction sells it hard. I’d love to see you push it further with more weapon variety or upgrade paths in the future. Great job!