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Thanks for the feedback! Intuitively players want high candle light for safety and vision. However, we specifically designed two types of enemies: High Flame attracts Eye monsters but suppresses Ghost monsters, while Low Flame lets you sneak past or follow Eye monsters, but awakens the Ghost ones. In this current build, the enemy and audio tuning isn’t quite there yet, which might make the enemy mechanics unclear. BTW actually, our original design also included core features like special echo walls that reveal info, light-locked doors, and empty candelabras for storing wax segments, etc., but due to time limits, we can only add them in the upcoming update. Issues with visibility and overall immersion will be optimized in the next small update as well! Thanks again for playing!