Really enjoyed the idea of the core mechanic, i have a particular fondness for this kind of picking up your limited resource kind of thing. That said, there is a major problem with inconsistency and feedback on it. It's been noted by many others, but the arrows are extremely finnicky on whether or not they decide to hit things, and it can be unclear even when they do work.
When trying to link the blue bulbs it was a 50/50 on if it was *actually* in there or not since there was NO confirmation it had actually successfully hit a bulb until i hit 2. A specific particle and sound when that happened would have gone a long way, same with the torches. Very odd that they seemed to have a bit of a delay between being lit and actually providing light, as well.
I had gotten stuck after the dark bulb area. I got the bow half but could not figure out how to get out and progress. Some weirdly tight jumps at places too- there were a couple times where i'd be below a very low platform/ceiling with spikes on the bottom, and have to try my best to both not jump too high but also jump for long enough to eek out enough distance to just barely make it to a platform. I can see this sort of thing to get a collectable or something, but it's a very annoying setup to put in a room you might traverse through a lot.
Playing on the controller is at a detriment, since you cannot very effectively jump, shoot, and aim at the same time. I'd prefer having a secondary button for jump on one of the back buttons so i can keep my thumb on the stick to aim.
Also yeah, the cursor in the dark sucks. It should be high contrast and have a white outline or something.
The art is cute, and I appreciate the story setup and dialogue! Overall a solid entry, but it's just a little too inconsistent for me to love.