I was really excited for this game and while I think it has improved in some ways from the original prototype and does have a certain mystique to it with its horror atmosphere, I was overall unfortunately quite disappointed and baffled by it, and feel like it actually got quite worse from before.
As said before, the most critical issue I have with the game is how incredibly confusing it is. But before we get into that, I just want to make note that when I say it is confusing, I'm not talking about the elements that are intentionally confusing for reasonable effect, such as how the player needs to pay a fee in order to see where a path leads to, or how certain mechanics are withheld for explanation until later as a means of progression/tutorialization, or how outcomes of events can be a bit vague like when you choose to steal the offerings and some such: those are perfectly understandable and add to the mystique I mentioned earlier.
What really confused me about the game is the absolutely abysmal UI/UX and the bizarre design decisions that made it so difficult to parse. I'm not even sure where to start: it seriously felt like every menu and UI layout was designed in the most worst way possible. Why can I not learn the use of certain items by hovering over them, until I first visit a shop and read the tool tips there, and only there? Why are some elements given tooltips while others are completely absent, such as the aforementioned items and path symbols? What the hell is the bone totem menu and how do you use it? Why do I have to click a bush in the corner, and what does it mean? And on and on.
The worst confusion of all was the combat design: without any proper feedback for attacks and the HUD elements spread so far apart, it was difficult to keep track of what was going on, let alone derive any sort of satisfaction from fighting. Take the lizard spitting some acid onto the ground in front of the player, or the deer just stamping its feet in place: did that hit me? Because it didn't look like it physically connected with me, and my sprite didn't react in the slightest, and my eyes were focused at the battle in the center not the health bubbles in the corner so its difficult to notice any change there: for all intents and purposes, its easy to think that the attack missed!
This confusion extends to a lot of other elements: for example, the feedback for landing a normal or critical timed hit on the arrow QTE is the same, so it's never clear whether you're getting the critical or not. Similarly, I had no idea I was actually succeeding in the knife QTE because the confirmation is so delayed from my input, and I have no idea what success does: did I hurt the enemy, or did I just stun them from attacking me, or something else? Who the hell knows, everything is so vague and lifeless and lacks any sort of logical connection that can be made due to the complete absence of visual or audio effects! A few hitsparks here, some player knockback animations there, a few damage numbers appearing above heads, moving health and turn timers near enemies instead of stuffed in the corner, perhaps slowing down the speed: some very simple things could help a lot here!
Even if I were to put this all aside, learn all of the game's rules through trial and error, and just focus on the gameplay...there's not much there either. Combat pretty much boils down to mashing attack, chugging a potion when you're low, and reacting to random QTE prompts: there's no real engaging strategy to the fights that I ever found, like having to prioritize certain enemies first, managing supplies in the long-term, or having to stay alert for powerful attack telegraphs and pre-emptively defend against it or stun them first. To add salt onto the wound, the game seemed incredibly buggy, with QTEs sometimes appearing behind enemies thus making it impossible to read, it losing my save file due to oddly-worded instructions, and with it just looping me back to the start despite my best attempts to progress over and over. Finally, without having any real sense of an ultimate goal or story from the very start to strive for, what's the point?
It was unfortunately a big miss for me, but as said, I think the concept behind this game could be nice, and for your first foray into game design, these kind of things will happen. As you create a game and get used to all of its systems, it can be very confusing to realize just how much you need to teach a player and facilitate their experience since it all seems so obvious in your head. Best of luck in future.