Thanks for the great feedback! That damn collision, hey? I'm happy to say that I did find the cause of those evil ghost-grabbing trees, and it's fixed now in the current build - but too late, sadly, for the jam.
A config file would have been a really good solution for the missing menu and settings...I wish I'd thought of it. The tragic thing is that there *are* settings, customisable difficulty settings even, but they're locked away in the game because we cut the menu system in order to complete the (already-rushed) final boss. An editable config file would have fixed that. Fortunately the menu has made its way into the current build too, so the post-jam version will feel much more polished.
Speaking of the final boss, the lack of clearer feedback from the glyphs is a real issue. Our artist brought it up with me several times, but at that point I was busy stressing over the Windows port. Visual/auditory feedback is a good idea. By the way, equally unclear in the final fight is that the ruined circle is meant to highlight a "safe zone" just outside the reach of the tentacles, where projectiles won't ever initiate on top of you. This is why the attacks feel so sudden and unfair unless you orient yourself entirely to the middle of the arena, but that's not any fault of the player... just last-minute design errors.
Thanks also for linking to your game - you're right, I do really appreciate the ambience, and I've had fun playing it today (but you can see more about that over on your page!)