Lol that’s great, I’m glad you experienced that because one of the goals or that level was to introduce the enemy in a scary way, where you see them, they see you, but since they can’t reach you they leave. Which leaves you wondering “where did that thing go?” Is it coming after me? At least that was the intent :D
I’m glad you liked the flashlight movement (I used that more than the manual pointing) and also the dialog. It’s true that the dialog is more for “world building” than to give very clear guidance into what to do. We wondered how we could balance that and that was what we came up with. With a bit more time it might’ve helped to add a quest system or at least an objective that’s more explicit, like “find the key card to go to the next level” or “find the exit” or something like that.
I agree the enemy fights could feel unfair in some instances. In hindsight we could have balanced that better, by making the enemy slower, “dumber”, easier to locate, … I think that with more time to play test and tweak those things we could’ve gotten a more solid experience in the enemy encounters.
I’m happy to hear you enjoyed the game, thanks so much for playing!