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I quickly found myself in a flow state with this as it's a lot of fun to plan out runs once you get the hang of the systems. The tone and visuals did a lot to pull me in, and the difficulty (in the early game at least) was pitched just right to ease me through the tutorial but keep me engaged.

I did have a run where I ran out of bullets just as I entered a new floor (I unlocked the gate without realizing it would force me into a new area) and was stuck with only the knife in some high-level encounters. I was able to squeak by for a few of them, which was fun at first, but the tedium of stacking evade and then attacking when possible became pretty tedious. I think a "flee" option to leave an encounter early at the cost of some health would be a good option to help players in this situation and offer some more risk/reward opportunities.

One other note: It felt a little strange that you only ever eat meat raw, and that it heals you so much in that state. It makes some sense mechanically as you don't want players to have to sacrifice meat once they get back to base, but I kept expecting to be able to cook meat at the fire to boost its healing values. Cooking meat at the campfire to take into the wild with you as a stronger healing item would create an interesting tradeoff, but might require you to reduce the stats of raw meat to compensate.

Both great feedback items... We are exploring ways to fix the I ran out of ammo problem. But a flea mechanic seems clean. Additionally, we did have a cooking meats mechanic in the game before, but it seemed to be rarely used. I think it would do a lot to add to the fantasy, so we will look to bring this back at some point. Thank you so much for playing.