Thanks for you feedback! Glad you like the difficulty!
I'll have to think about having the world map accessible from the inventory. I do like the idea, but need to think about it carefully since there's potential it could break the game if you skip out on cutscenes or other sensitive areas.
As for the bottom of the well, that part is really rough, and I plan to polish it a lot more later. The red zombie bots are invincible and can only be defeated by dropping them down the chasm.
I went by your description and looked at your fgl playlog, and was able to find a game devastating bug!
The reason occurs due to an array of booleans I manage which enemies/crates point to to indicate they've been broken/defeated. This lets me check and keep enemies and crates from respawning if you beat them. Normally, this array is reset when you access the world map or die. Since the well connects town and the bandits' lair, the whole area is too big for the array, so I reset it manually under the well if you touch an invisible trigger. That's the only time that invisible trigger appears and I just discovered that it also resets the game's internal clock to 0 (which is in the beginning, before the abduction and the bandit leader being captured).
I'll be working on a fix and will PM you a debug button combo you can press to set your game's internal clock back to its original value. But it seems you've reached the end of the 3rd arc, so there wouldn't be much more to see right now. I'll let you know when I get the final chapter in!
Regarding "They don't appear to want it", would "The person does not want it" be better? It's singular but still gender-neutral.