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Quite an interesting game for sure.  I've come across the general concept where performing actions costs certain resources and gains other resources in other games, but I can't say I've ever come across one with as many resources as this one.  The numerous resources and the constant threat of the hands meant you can't really sit down and calculate the most optimal actions to take, which is good - the lack of one clear ideal strategy means that the player can't optimize the fun out of the game.

On the other hand, it is really hard to get a grasp of everything going on, even with the various tutorials at the beginning and the occasional tips that appeared.  Unfortunately, I'm not sure of a good way to address the issue that would be tonally consistent with the rest of the game, since it wouldn't make much sense to start with a child with less responsibilities like is often the case in the real world.  And showing an example day to show how to balance things would inevitably influence players to follow a similar path, meaning that it's hard to be more helpful without limiting the players options (or their perception of optimal actions).

Still, overall I like what you're doing here.  I like the light, which gives the game a little more action, and which provides occasional inspirational quotes that probably inspire the main character.  Although I didn't make it far enough in the game to see, I wonder if that light gets dimmer as the game goes on, as a reflection of the programmer's fall into madness and increasing disillusion with the world?  In any case, Man of Sorrows leverages games as a medium in an unusual but powerful way, and I think it's a great contribution to the jam.