I wanted combat to be hard so that turning the power on and off was a viable strategy. I didn't want a lot of UI (for enemy and player hp etc) because it would clutter the screen and seem weird once the power and lights were turned off. So I did have reason for doing these things. I will admit that the mouse sensitivity is pretty bad in the browser, though.
Viewing post in Charged Spiders jam comments
It was possible to do it like mine))) The entire UI is switched on and off by elements when the corresponding buttons are pressed (map, tasks, hints). I am also a fan of making tough and complex games, but the public does not appreciate such games, if you don’t pass in 3-4 attempts = rubbish, if you didn’t understand anything for the first minute = rubbish. I recommend revisiting these points.