Hi Morpho Monarchy, thanks for your comment! The level design was definitely centered around that "refresh" mechanic during brainstorming. I aimed to create a "being chased and escaping" experience by placing so many enemies along the path that players would have to keep moving forward, preventing them from turning off the refresh machine. If players turned it off, they’d face a new problem: they couldn’t escape enemies by hitting the refresh wall.
Honestly, I wouldn’t call this a "fun game." But since I need to secure a 2A/3A game internship first, I didn’t spend much time developing creative mechanics.
Anyway, thank you! :)