Round two! So, I feel like I've got a much better feel for the combat, but I did have to rely heavily on the heal over time effects of the small medkits and it felt like I was kinda spamming them. Due to their low cost and massive healing capabilities they feel a little overpowered, but with the combat as fast as it is right now, I can't say that's a complaint.
Now, my biggest issue this time around was the sanity mechanic. If the player is going to be punished with death in a game that has a reset and randomize as its core function, there absolutely needs to be a way to track ones sanity. In a game about exploration and curiosity it is natural and vital that the player investigate all they come across and lacking the information to make informed decisions on interacting with objects that can potentially kill you makes for the cheapest death I've seen in the game so far. I'm not all for removing the mechanic, but there needs to be some way the player can keep track of that in order to know if inspecting objects is worth the risk.
Lastly, the respawns and re-randomization . This might be a case of 'this genre isn't for me" which may very well be a valid counter to my complaints, and if it's something you're intent on keeping, by all means do so. But, even understanding that this is a demo, there is little to no sense of character progression throughout the lives played, only the sense that I've gotten a bit better at not dying. Some sort of carryover to a new life, even if it's just an option in a hidden menu, would be a huge plus to me. Be that some basic stats, items or something along those lines, it would make the character feel like they were making some progress as well as the player. My other idea was to have a single map generation for a save, where you always respawn on the same generation of a map until you decide you want a new one. I don;t know the scale of the game in its entirety or even if you plan any other locations, but being able to learn and efficiently move through a map when death is punished so completely would be a huge respite from the current system.
Most of this is just me tossing ideas around and may severely conflict with what you want your game to be, but even adding these as optional tweaks in some sort of accessibility menu might increase the appeal while still leaving the hardcore stuff in for the "purist" crowd. I'd love to hear your thoughts on all this and I hope you enjoy the second episode! Despite all my criticism, I do really love this game.