Thanks for the rate and comment! Yes, some of the mechanics/systems in the game could definitely use some tweaking. I wanted to create a tension between two competing objectives (remaining hidden and maintaining energy) to force the players to make some hard choices, but I was struggling to find a balance between the two competing objectives. I didn't want the player hiding with zero combat for the entire round (that can get boring), but I also didn't want the player to feel like they need to rampage through the map to maintain energy (that can get exhausting). I was hoping to the two competing objectives would offer some pacing throughout a round so the player doesn't experience one extreme or the other for too long. I love the idea of a light at the exit, I'll be sure to implement this in future iterations of the game!