Hi there! Thank you very much for the feedback! This is genuinely helpful and actionable, and confirms a few of my own thoughts I had while developing it.
For the first point, I wasn't entirely sure how to handle the movement at the beginning of making the prototype, as I hadn't decided quite what "camera angle" I was going to design the art to be on. If I knew in advance that I was going to set it at the isometric angle I did, I would've normalized the movement. Instead, it was placeholder move logic, and after I made and implemented the art... I forgot to change the movement. My fault, that could've been solved if not for my lack of pre-production.
The second through fourth points were - not to try and absolve myself of responsibility - primarily the result of me being the sole developer, and not allowing myself the time I needed to test (or find other testers) for balance. I actually did consider making the player move faster while feeding but moved on to implementing other features, and I questioned the ability of the player to stay alive with the rate of blood draining compared to how much blood was restored from feeding. I knew I wanted the enemies to be difficult to escape from, but didn't quite allow myself the time to make it as fair as I wanted it to be. Essentially, poor planning on my part all around, and I apologise for these issues in the prototype.
I'm very glad you liked the presentation of the game, so thank you very much! I was aiming to make the game a nice cross between the usual brooding moods you often see and my own sense of humour (though I lean heavily into the humour on the game's page). And having multiple control options was important to me; I've still not quite learned how to implement re-configurable controls, so I made a reluctant compromise of just hard-coding a few different button options.
Thanks for your time, and thanks for entertaining my goofy vampire child! I might update the game after rating is over with some improvements and fixes.