I really liked the visuals and found the game quite imaginative. However, I do think the mechanics slightly interfere with each other. Most prominently, the idea of rooms changing when you leave them is really neat, but then this gets undermined by the fact that loosing health when leaving a room heavily discourages any sort of experimentation. I think tuning your mechanics to instead emphasize trial and error would both be more enjoyable, and also work quite well with the idea of an amnesiac Mumei.
Viewing post in Memory Collecting at World's End jam comments
Thanks for playing the game!
I thought of the game a bit as a risk assessment/resource management game, where the lantern time is used to encourage you to try to plot out paths that are shorter or less risky.
I think a game where you have unlimited time to explore would be interesting. It would be more sandboxy in nature and exploration-focused rather then optimization focused. But it may end up being a pretty different kind of game with different pacing.