Sorry if I made some mistakes in English, I was writing it quickly. Trying to improve but not my first language.
Hey, great devlog!
I can fully understand your position because I am in similar right now. IMO It's all about fighting scope creep. From one side you would like to ship unique game but it means more risk to take you don't really want to take for the first "steam" game.
For sure freely roaming would be much better but that means much more scope of the game and your thinking is pretty reasonable. I fully understand your debate.
I feel (IMO) options:
- Keep your current design, just search how you make it "fast and fun", keep digging how you could maximize player's dopamine about what's next loot
- Letting player to control your character in limited area just giving the experience (or imitation) of exploring. Giving you early option to extend it during development.
- Move into idea of "grid" movement where player move on grid instead of auto-scrolling. It's hard to explain to me but there is a great example: https://ace-of-4s.itch.io/gankenstein. I personally was inspired by this design and trying to use this concept in my game.
In my case I decided to "cut off" my unique idea and simplify game as much as possible until I feel it's something worth few bucks. Just shoot, loot, improve and repeat. I was in bad spot trying to find super cool idea and not knowing what am I doing, spending so much time on something that probably won't work as I would like to. There is sooo much to learn to be "effective" in delivering good quality games that making it harder by complex design seems not really great strategy.
My current approach is to think about your first "steam" game as "middle game" that will lead to some much better second/third game. You learn, build up mechanics and just make mistakes.
Advantage of your current design is just controlling by mouse. So beside Steam release you could just port it to mobile (touch) and try your best to find some audience there in premium model. On Android you pay only 20$ lifetime, no steam-like fee.
Here is pretty good blog about game marketing I like to learn: https://howtomarketagame.com/blog/ but I warn it shows pretty "rough" world where from financial perspective most of us fail (75%), BUT shows bright side as well!
Keep working!