With regards to the first three days being anomaly free, it is possibly but not likely and unfortunately that code is one of the pieces of code with lingering TODO:s. It’s a combination of simple rules and biased statistics. I’m 100 percent convinced though that it is essential that the player will start doubting themselves and so there can’t be any obvious rule like there can’t be more than two free days in a row, or anomaly days for that matter. But I think it’s very bad that the game can start with three days without any anomaly. My current plan is to have a list of weekplans designed based on what attempt/week number you are on and pick one at random each time you get sent back to or towards Monday.
Great point with the doors. That’s two systems that were designed very far apart (months). I don’t remember why, but I had the idea that you should not be allowed to open or close doors in general while moving. But the prompt appears as soon as the player crosses over the tile boundary. The door rule could have been when I was designing for thick-walled doors in center of tiles to not have collisions of player and closed doors. I should remove that though, of have it disabled here when that’s not a real problem. Great comment!
I think you were one of the few that found the minigame easy… could it be that your “DASHING strike” name hints at having played a lot of reaction and fast arcade styled games?