Great work on the accessibility options as well. I was glad to see the subtitling wasn't hastily thrown in at the end, that it included those great atmospheric sounds, and actually indicated direction. Those are little touches that make a huge difference to players that need them.
Great game. The only thing it's missing is some kind of payoff for the sidequests/rescuing survivors. If there was a count at the end of how many you got out, along with some narrative about how you benefited the city/survivors by picking up the supplies or killing the fugitives, it would a the perfect finish.
If you're planning on taking this to a higher level, you might take into consideration that "Darki" is phonetically the same as a racial slur ("darky") used in English-speaking countries against people of African descent. Obviously not intended by you, but if you were hoping to get this picked up in the US or the UK, I can see that being a stumbling block.
The major thing this needs is a save feature. I did the last five levels with a single block of health, desperately needing a tonic. While that certainly added suspense, I probably would not have played again had I not been so lucky with the last five levels. On the other end, I got basically the same equipment form every big chest (+Dodge) on the 7 of the first 15 levels. Fun is somewhere between RNG and overly planned.
game updated please reconsider your comment