The energy bar killed the experience for me. It contains just enough juice to kill the weakest enemy without the flashlight (which you need to see anything in 90% of the environments) before you needed to recharge, hopefully in one of the 3x3 light squares. Not to mention that the second enemy you encounter is practically invincible and ignores the light. (I was only able to beat them by taking advantage of a pathfinding glitch) It's the equivalent of making every enemy a DooM endboss and giving the player a musket. I loved the aesthetic and was drawn in by the plot but couldn't bring myself to play beyond the mess hall. I was forced to hide from enemies while I waited for the longest reload time ever. I checked my phone and played with a yo-yo and then could get back to the game. It seemed like a cheap way to pad out the play-time and artificially increase difficulty. It's a mechanic that I probably wouldn't be willing to adapt to for a $60 current gen title, let alone for a free online timewaster. I would be really interested in seeing this game with scarce ammo rather than charging stations.