Thank you so much for the kind feedback. We did place controls in the top right corner for anything that can be interacted with, such as toggling rotation mode. Initially it was only labeled as "rotate" but that point of concern was brought up in a later playtest where time was somewhat scarce, so hoping it'd make things a little easier, we swapped the label to say "Rotate Mode" instead.
Absolutely understand where you're coming from. During development we did spend some time seeing if we could get live input independent on-screen controls to work but didn't get them to format properly to something easily understood.
We also have controller support and sadly didn't manage to get the control labels to match humanly understandable language in time. So we pushed the on screen controls back to prioritize other things. (Though the controller support is still there, it's just a bit of guess the button, haha.) That's also how the makeshift controls hint in the main menu came to be 😅
That just to share some insights.
Really appreciate the tip regarding the camera 😊 Adjusting the camera would indeed help with visibility. That's definitely something to look out for in the future.
Thank you so much for your kind words and your valuable feedback! It means the world to us that people enjoy the concepts and mechanics we worked on.
Good work on extinguishing that final light. Now you better unsee what it revealed 😎😄