I'm glad to hear you enjoyed the game on Hard! Avoiding full-on lock-and-key design is really important to me, because part of what makes RPGs interesting to me is creating a textured problem-solving space - otherwise I would just make a puzzle game. My hard-mode strategy at least partially revolved around stun sparks - they're very useful for the final boss or Stoners, or for stalling out Shadows. It's been really fun to see several players explore the space in their own way. Thank you for playing!