Thanks for the compliments! Working with dynamic lights can be somewhat difficult - I tried them in my first GDevelop project where I tested out a bunch of things, and I needed to simplify light obstacle geometry wherever I could. But I was using a normal light, not a cone, so maybe that’s easier on the CPU/GPU.
Regarding the UI, I have just followed the idea of “What would I expect if I were the player? Would I need A or B option more?” But because of the pitch shifting and all the individual options, it still ate up a horribly large portion of my time, and the gameplay absolutely hinged on Bugtrooper making the game sprites and the enemy AI. :)