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You make some good points, I've just now made some changes, I tried the auto use from inventory idea and actually completely agree with you, it does flow much nicer and feels more intuitive so thanks for the suggestion, it'll be in the next update.
The prompts were added because I saw a lot of people struggling to figure out what to do initially, with the locked door, but I also agree it is unnecessary after that first door, so all subsequent key/item missing prompts have now been removed.
I'm still trying to figure out how to best communicate damage without a HUD, as of now, the blood on your hands and a red vignette around the screen will indicate damage, but I understand you can't really see your hands very much. Received damage in the demo is also significantly reduced which I think has caused some confusion.
Quick turn seems very mixed, I like it, some others do, and others don't. I'll add an option to disable it.
Combat is constantly evolving, I'll make sure all your points are on my mind as I continue to develop it.
There will certainly be maps eventually, and the addition of signs is easy enough so I'll do that in the mean time.
Edit: I forgot mention, the audio logs are a new addition, they used to be text notes, I just forgot to delete them while caught up preparing the demo for Next Fest.
Thanks again!
Nathan
I did actually try this come to think of it, I think it worked pretty well but didn't polish it enough in time (secretly, if you press H there is a chance it is still active, but the animation is a terrible placeholder so don't tell anyone haha).