The art is great, and the music and sound effects bring the feel of the game out! The wait for nighttime to be over is nice, but a way to skip or fast-forward it would be nice.
I like the combat indicator, but it seems a little large, as I simply was running around spamming the attack button, dying then immediately re-possessing and doing the same thing. The attacks also seem a little slow, as if I was charging up an attack and the enemy wasn’t focused on me, they simply just ran past and easily avoided it.
The enemies move pretty quickly, and with multiple waves and the enemies splitting to hit multiple trees at once, it made the game a little hard, as you’re a lone defender. I noticed some of the enemies bugged outside the map (in the water) and just standing there.
My game crashed (or at least the browser froze) twice while playing the game. On the first time, my possession died and I immediately possessed another enemies that was hitting the tree. I noticed that the tree had a sad face which seemed like it had really low HP, and the enemy was in the middle of an attack. After the attack, the game just froze, but the music kept playing for a little while. Second time round something similar happened, where I was spamming possession and throwing their weapons before running out of energy and having the browser freeze up again.
The difficulty seemed to ramp up pretty quickly, as the first 2 days seemed pretty easy, until the enemies increased a lot, with different weapons and having multiple groups. I’m not sure if this was intended, but when possessing an enemy, attacking, then immediately unpossessing and possessing another enemy, the enemies seem to immediately attack me despite me not hitting them yet.
While I don’t mind the WASD to move the camera, with the mouse hover controlling the spirit, I feel that hovering at the edge of the screen (or close to the edge) should also pan the camera toward that direction. This way it is possible to play the game purely using mouse alone.
It also seems possible for you to permanently keep an enemy throughout the night, by simply keeping them a short distance from the tree, unpossessing to regenerate energy, then possessing them again before they hit the tree. I used the same enemy in Day 1 to clear up to Day 3 before he finally got hit. Not sure if this was intended or not.
The art and music are great for a short prototype, the gameplay seems like it needs a little tweaks to make it feel better. Not sure if there is an end to the game, but perhaps a way to defeat all enemies and win before moving to another forest might be a good addition. Great job for the game jam!