The atmosphere here was really cool - the encroaching horror of the darkness, a creature lurking, the fact that every now and then you just saw eyes gleaming back from the dark - more than once I found myself hearing a scraping sound, turning, and coming face-to-face with something mere inches from my view.
It was then that I figured out the map mechanic - I had to get to the X, and finding my way was the problem. I wonder if landmarks generated into the maze could help with that - finding a landmark like a larger chamber or pit, and then using that to figure out where you are on the map, and navigate from there.
It was a really cool idea - being forced to rely on my wits, and figure out my safe route. As I got to the exit, I glanced back one last time - and the creature was quite literally right on top of me. Damn near shat myself with that one - no screaming jumpscare, no sudden lunging snarl, it just - loomed.
This games' atmosphere was really intense, and the aesthetic blew me away with just how deep into the dark I ended up falling.
I think the creature being more of a stalking threat is cool - with it only ready to close in once the dwindling fire dies down - but I wonder if it could be cool to have more opportunities for it to act? Sabotaging your route - blocking your path in some way, leaving scratch marks and evidence of it's existence beside a set of eyes peering through the void? It could definitely fit the vibe this was going for of a subtle, build-up horror.
Really well done!