Well, it took me maybe 6 or 7 attempts but I managed to get to the end. Rather bittersweet but just managing to get there was enough of a victory so I don't mind that.
Again, remarkably good for what I assume was made in a couple of days, and I think more compelling than the last one. The way it's set up really puts the player under pressure to use their time and resources wisely, and the dark area in particular really makes everything into a scramble.
While personally I would enjoy it if the various fuel-related inputs had keyboard controls, with some system in place to make sure you still can't do any two things at once, I can see why you wouldn't do that as it would make for a different feel.
If there's one element of player input that I definitely don't appreciate though it's the aiming speed on the musket, as it's easy to feel cheated out of a health point when you can't shoot in time to get away.
And, like last time, some more enemy variety would be appreciated, though I guess given the set-up here there wasn't much else that could be done. Of the enemies that are there, though, the big ones often feel like they don't get hit when they should. I don't know if that's because I'm supposed to hit them in the heart and I missed something telling me that, or if the game's being weird on me, but either way it feels frustrating.
Overall, though, it's a commendable piece of work. Good job.