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I love it! When I first opened it, I was afraid it was a horror game because it sounded and looked like one, so I kept my distance from the screen. But once I started playing, I couldn’t help but get closer. I played all the way to level 15 in one go before stopping because my hands were too tired.

You did an amazing job! The initial tutorial was perfect, and the gradually increasing difficulty of the later levels was just right. The patterns on the walls make them look like snake scales, and running feels like moving through a snake’s body. The obstacle sliding on the ground is genius—I love it! However, I noticed I didn’t use the Ctrl function at all; I could jump over all the obstacles. I think the game would be great with some puzzles and a mystery element (just my personal opinion), and I’m looking forward to more diverse sound effects. Wishing you a speedy recovery!

Additionally, I'm curious about how many levels there are—is it infinite? If so, how did you design it?

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First of all, thanks for the nice feedback.

As for the level question, funny you stopped at level 15, number 16 is the final level so you were just about done.

I never though about the place as being kind of like a living being (a snake as you mentioned). I was going for fragmented memory of a dream sort of vibe but now that you say it the background thumping I added does kind of sound like a heartbeat.

I though about adding mystery and/or puzzles, but I both didn't have the time and given the fact that everywhere looks kind of the same it would be infuriating. I though about adding one level in the middle which wouldn't have any common obstacles and instead foreshadow the end, but it would require a whole bunch of bespoke assets and I didn't feel my time would be best spent with that.

Glad to hear you like the difficulty curve. Me and my trusty co-designer: The random number generator were kind of worried that I might have botched it. I did make so that I always replayed from level one to the one I was currently working on to get a feel for what a next level might need.

Sliding is indeed underused, mostly because it doesn't work that well. I wanted it to always cancel sprinting upon being pressed without the player having to let go of ctrl, but my spaghetti code made that a difficult prospect (should have used a state-machine). So I made the hitboxes on the obstacles rather generous to sidestep the issue.

Oh dear, I'm rambling on...

Tl;dr: Thanks for the kind words and I hope you go back to see the ending (sorry about not having save states). It really is quite something!