I did indeed have the lantern, but that in itself has many broken features:
You can use it when you 'die', (I pressed 'D' right before trying again and it was immediately used when it started, leaving me with two)
Upon using it, the monster appears to come from a set loaction depending on where you used it. Several times I've died because it warped right in front of me at the third spawn point.
I will try it again now, and see if it has gotten any easier. I'm not a bad gamer, so I'm certain it isn't just me "being bad".
Spoiler
EDIT 1: I also get stuck in those traps when it's light(ish) (with the lantern I have to quint and tilt my screen to see), and the lantern barely illuminates, so it's hard to see in front of the player. The lantern rapid fires, so using it more that once happens ALL the time.ete
EDIT 2: I just did a run where I DIDN'T waste my lanterns by accident, but I lost in the end due to the fact that after firing her three times, I was encapsulated in complete darkness, and she spawned in front of me...
EDIT 3: I won't make anymore updates unless I beat it, but she spawns in front of me so close that she kills me before the lantern charge activates (thanks to it's slow fire animation). This slow fire animation is also the reason I rapid fire. I doesn't appear for a second, which makes me feel like it didn't work, so I press again. This cause it to fire quick in repitition. On round it appeared to store the charges I pressed, which caused it to rapid fire twice at the beginning without me pressing anything.
EDIT 4: I lied. I made another update. I made it to the door and she spawn right in front of it. That's some grade A bs. Seriously, she shouldn't be able to spawn in front of the exit. It's the only way out, and he's too fast to avoid (especially when you've used all your lanterns after getting stuck in traps that should be avoidable if not for the petty light and awkward size of tiles. It's easy to mistake where something is.
I escaped. It took forever. But I did it. Hopefully I can say some more good things about the game now.
EDIT 5: The projectiles are less annoying in the first stage, but in the second stage if you stop, you die. I beat it second try, so it's not a huge thing. But the projectiles in the second stage do warp in front of you and follow you.
EDIT 6: I like the slow chase sequence much more, it seems doable. What doesn't seem doable is banishing the monster without also getting hit by a projectile. Which both happened. Losing 2 charges at once is a pain, just for getting stuck once.
EDIT 7: The projectiles come right in front of you, becoming unavoidable. It's hard enough avoiding them when you have light, but you can't see them in the dark, so you die.
EDIT 8: Well, I figured out why using charges are so annoying. You stop when you use them. Fullstop. Why don't charges also banish projectiles around you?
EDIT 9: THE DOOR ANIMATION IS OVERRIDDEN BY THE GIRL KILLING ANIMATION. WHAT. I click on the door, out of charges, and the girl, a second later, touches me and it counts. Erg.
EDIT 10: Well, I'm out of the dark...and now I'm in a bright, fast-moving obstacle minigame boss. Oh, and I'm slow. Fun.
EDIT 11: Let me tell you what I like about the boss: There are predictable patterns. Now let me tell you what I don't like: The blue flame obstacle that seems unavoidable because it rapidly sends flames everywhere. The obstacle that requires you to know it's coming and stand still (which shounldn't exist since half he obstacles kill you for standing still). The flames that chase you slowly and pop up in front of you.
EDIT: What. The. Flip. What was that random instakill after I hit her twice? Was I supposed to hit her again? Was she close enough? I'm confused at how I died.
EDIT 13: I beat the demo. Here's the rundown: I thoroughly enjoyed the story elements, but the gameplay left me irritated. There was a lot of chance and memorization required to beat every section. In the boss, I was killed countless times for standing where a flame was. A good idea would be to have the flames materialize OUTSIDE of the walking area, or give the player a warning that they are about to appear (like making the flames flash when they appear, not harming you for a second).
I will gladly play more once it is released, but the night sequence really grinded my gears, so I might only make it past Day 2.