Most people don't like using a phone in landscape mode - we make mobile games at my place of work. Offering a choice is best.
Stating "choose exit to move" conflicts with the exit text not always being "exit". Sometimes it needs to say other things. I'll need to ask others how they feel about the exit option.
Stamina is meant to be a boring cost to exit a room. I describe that cost in many ways, but it's basically what it says on the option. If it costs less, you were lucky. There is no strategy, you are meant to treat it as a timer. Sometimes I try to make the timer go down slower because I want to tell a story. And ultimately, telling a story is all I want to do. I don't know how to make a room sound scary or telling surprising encounters without the ability to misdirect. If a particular room feels unfair, then maybe that's something I can address, but I don't want to create an RPG system that you can pull apart and cheese. It's just meant to be a hunger clock, I don't want to write a deep system for this particular game.