First of all, thanks so much for playing! It means a lot to get feedback. It sounds like my UI/UX is quite opaque. It's definitely not a strong suit for me yet.
So yes, you progress to the next field by finding and picking up the blue-purple component. After finding 4 component you make it to the last level where you must defeat a few waves of enemies.
The enemies can be tough and there isn't much ammo unless you search pretty intensely. You should stumble upon caches every now and then.
The beeping indicates your lantern ticking down. Visually it's not that obvious what's happening until your lantern get REALLY low, at which point you FOV radius can get down to one tile.
I agree that there is some lag during enemy turns. In previous games I didn't have FOV so it was obvious when the enemy was moving and it wasn't the player's turn. And I didn't really account for that here. :(
So my take aways are:
1. every thing happening in the game should be obvious to the player e.g. lantern light increasing, decreasing, enemies are moving etc.
2. 7DRLs should err on the side of easy so that players can actually experience the content.
3. A tutorial level of some kind would go a long way. I should work on teaching the game during play. That just wasn't on my radar this year (or previous years)
Again thanks so much for trying it out.