Thanks for playing. So, some of the problems you mentioned are just because of the half-finished state of things (In the previous version enemies simply threw you into a scene and the next stage after you got stunlocked) but I'm deciding to move away from that. It's not easy to understand a lot of what's going on when you have a ton of debuffs on you preventing you from doing anything, so I'm reworking a lot of that.
The wolves case is just the indicator before the wolf-girl spawns, who's kind of a pain to deal with. There's a lot of stuff I'll have to check in the future whether players can learn or if I only understand it because I made it. The new design is to try and introduce things slowly so you can see maybe one enemy at a time at the start but I'd need a proper game over so that players don't reach the chaotic end-stages and get confused too quickly.
And lastly, while there should be more content like you described coming along, I'm not sure how to implement traps. Other turn-based tile-based games usually have traps that are hidden until you search or you step on them because otherwise it's just a punishment for not paying attention or remembering what tiles a trap hits. There is a sort of projectile (blue foxfire) but maybe just some simple arrow trap dodging isn't so bad if the arrow traps are more dynamic like in Spelunky. I'll have to see.