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We initially planned the game to be more of a roguelike where you could learn enemy movement patterns and would get further every time you played because you would require fewer "controls" to reach the exit. Due to time constraints we ended up publishing something that's more like a tech demo with some general enemy and level ideas but little coherence between them, so I can totally see where you're coming from. Thanks for playing and leaving a comment!

Thank you for your reply! Good work!